Using floor-based terrain instead of area-based
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@@ -242,6 +242,8 @@ struct Surface
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} normal;
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/*0x28*/ f32 originOffset;
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/*0x2C*/ struct Object *object;
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u16 terrain;
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};
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struct MarioBodyState
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@@ -343,6 +345,8 @@ struct MarioState
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/*0xBC*/ f32 peakHeight;
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/*0xC0*/ f32 quicksandDepth;
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/*0xC4*/ f32 unkC4;
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u16 curTerrain;
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};
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#endif // TYPES_H
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