maint(player_movement): clean up var names
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@ -304,7 +304,7 @@ __declspec(naked) void player_movement::jump_get_land_factor_stub()
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__declspec(naked) void player_movement::pm_crash_land_stub_mp()
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__declspec(naked) void player_movement::pm_crash_land_stub_mp()
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{
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{
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static DWORD func = 0x41E6B0;
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static const DWORD PM_CrashLand_t = 0x41E6B0;
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__asm
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__asm
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{
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{
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@ -317,7 +317,7 @@ __declspec(naked) void player_movement::pm_crash_land_stub_mp()
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jz skip_crash
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jz skip_crash
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// Arguments are in the registers
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// Arguments are in the registers
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call func
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call PM_CrashLand_t
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skip_crash:
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skip_crash:
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ret
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ret
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@ -326,7 +326,7 @@ __declspec(naked) void player_movement::pm_crash_land_stub_mp()
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__declspec(naked) void player_movement::pm_crash_land_stub_sp()
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__declspec(naked) void player_movement::pm_crash_land_stub_sp()
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{
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{
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static DWORD func = 0x6405A0;
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static const DWORD PM_CrashLand_t = 0x6405A0;
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__asm
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__asm
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{
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{
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@ -340,7 +340,7 @@ __declspec(naked) void player_movement::pm_crash_land_stub_sp()
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// ps is in the esi register
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// ps is in the esi register
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push [esp + 0x4] // pml
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push [esp + 0x4] // pml
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call func
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call PM_CrashLand_t
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add esp, 4
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add esp, 4
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skip_crash:
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skip_crash:
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