Using floor-based terrain instead of area-based
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@@ -472,7 +472,7 @@ void update_walking_speed(struct MarioState *m) {
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s32 should_begin_sliding(struct MarioState *m) {
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if (m->input & INPUT_ABOVE_SLIDE) {
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s32 slideLevel = (m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE;
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s32 slideLevel = m->curTerrain == TERRAIN_SLIDE;
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s32 movingBackward = m->forwardVel <= -1.0f;
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if (slideLevel || movingBackward || mario_facing_downhill(m, FALSE)) {
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