Everything at once
The finale is SFA's proximitymine_resetToIdle, reshaped to compile standalone — and it earns its place: nine helper calls, struct writes through a saved state pointer, a fused float expression feeding a 9-argument call, and a closing NULL-guarded free. If you can match this, you can match real game code.
typedef struct {
f32 renderTimer; f32 resetTimer; int mode;
f32 triggerDistance; void* effectHandle;
} MineState;
typedef struct {
MineState* state;
f32 velocityX; f32 velocityY; f32 velocityZ;
} MineObject;
extern void* Obj_GetPlayerObject(void);
extern void Sfx_StopFromObject(u32 obj, int id);
extern void Sfx_PlayFromObject(u32 obj, int id);
extern void storeZeroToFloatParam(f32* p);
extern void s16toFloat(f32* p, s16 v);
extern void ObjHits_EnableObject(u32 obj);
extern void ObjHits_MarkObjectPositionDirty(int obj);
extern void fn_lightUpdate(MineObject* obj, f32 v);
extern void spawnExplosion(MineObject* obj, f32 scale,
int a, int b, int c, int d, int e, int f, int g);
extern void modelLightStruct_freeSlot(void** handle);
extern f32 lbl_zero, lbl_light, lbl_base, lbl_bias, lbl_distScale;
The signature stretch is the explosion call. dist * lbl_distScale + lbl_base fuses into one fmadds, and the seven trailing int constants each get their own li into r4..r10 — a wall of immediates that is the fingerprint of a many-argument call:
lfs f2, 12(r31) # state->triggerDistance
lfs f0, lbl_bias
lfs f1, lbl_distScale
fsubs f2, f2, f0 # dist = triggerDistance - lbl_bias
lfs f0, lbl_base
li r6, 0
li r7, 1
...
fmadds f1, f2, f1, f0 # dist*scale + base -> the float arg
li r10, 0
bl spawnExplosion
Three things make or break the match. (1) Storing the same zero to two velocity fields reuses one loaded f0 — write zero = lbl_zero; to a local and assign it twice. (2) Passing &state->effectHandle to the free routine takes the field's address (addi r3, r31, 16), guarded by a NULL test of the value. (3) Keep the call order exactly: the result of fn_lightUpdate matters for scheduling, and the explosion's scale is computed inline right before the call.
Your task
With the structs above, write mine_resetToIdle to match the target assembly. Read the full function: identify the sfx call order, which velocity fields get zeroed (and which does not), the timer reset sequence, the fused scale expression feeding spawnExplosion, why ObjHits_EnableObject appears twice, and the NULL-guarded free at the end. Reconstruct the call sequence and struct writes from the assembly itself.