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EnSW: comment formatting
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@ -210,7 +210,7 @@ s32 EnSw_GoldMove(EnSw* this, PlayState* play, s32 changePoly) {
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posB.z -= this->surfaceNormal.z * 18.0f;
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poly0 = EnSw_GetPoly(play, &posA, &posB, &posOut, &bgId);
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// move spider if poly avalable and not jumping/falling from hidding spot
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// Move spider if poly avalable and not jumping/falling from hidding spot
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if ((poly0 != NULL) && (this->goldInAir == false)) {
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posB.x = posA.x + (this->unk_37C.x * 24);
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posB.y = posA.y + (this->unk_37C.y * 24);
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@ -327,7 +327,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) {
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switch (ENSW_GET_TYPE(thisx)) {
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case SW_TYPE_GOLD_HIDDEN_SOIL:
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case SW_TYPE_GOLD_HIDDEN_TREE:
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//springing out of a hidding spot
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// Springing out of a hidding spot
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this->goldInAir = true;
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this->actor.velocity.y = 8.0f;
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this->actor.speed = 4.0f;
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@ -563,7 +563,9 @@ void EnSw_GoldHiddenSetup(EnSw* this, PlayState* play) {
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}
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}
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/*Animation for Gold Skulltula coming from tree or soil patch.*/
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/**
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* Action for gold skulltulas emerging from trees or soil patches.
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*/
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void EnSw_GoldHiddenReveal(EnSw* this, PlayState* play) {
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if (this->waitTimer != 0) {
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if ((this->waitTimer & 4) != 0) {
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@ -1085,7 +1087,8 @@ void EnSw_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
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}
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/**
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* Gives skullwalltulas a tint of `color` with an intensity based on `distA` and `distB` while dashing or preparing to dash.
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* Gives skullwalltulas a tint of `color` with an intensity based on `distA` and `distB` while dashing or preparing to
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* dash.
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*/
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void EnSw_SetFog(PlayState* play, Color_RGBA8* color, s16 distA, s16 distB) {
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f32 far;
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