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https://github.com/HarbourMasters/Shipwright
synced 2026-08-09 19:17:31 -04:00
pull decomp changes: actor functions, z_en_horse.c (#6877)
This commit is contained in:
+51
-51
@@ -371,8 +371,8 @@ void ActorShadow_DrawHorse(Actor* actor, Lights* lights, PlayState* play);
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void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play);
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void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
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Vec3f* rightFootPos);
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void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
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void func_8002C124(TargetContext* targetCtx, PlayState* play);
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void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
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void Attention_Draw(TargetContext* targetCtx, PlayState* play);
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s32 Flags_GetSwitch(PlayState* play, s32 flag);
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void Flags_SetSwitch(PlayState* play, s32 flag);
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void Flags_UnsetSwitch(PlayState* play, s32 flag);
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@@ -393,7 +393,7 @@ void TitleCard_InitBossName(PlayState* play, TitleCardContext* titleCtx, void* t
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u8 height, s16 hasTranslation);
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void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y,
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s32 width, s32 height, s32 delay);
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s32 func_8002D53C(PlayState* play, TitleCardContext* titleCtx);
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s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx);
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void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetScale(Actor* actor, f32 scale);
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@@ -421,12 +421,12 @@ s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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s32 func_8002DDE4(PlayState* play);
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s32 func_8002DDF4(PlayState* play);
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void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB);
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void func_8002DE74(PlayState* play, Player* player);
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void Actor_SwapHookshotAttachment(PlayState* play, Actor* actorA, Actor* actorB);
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void Actor_RequestHorseCameraSetting(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 func_8002DEEC(Player* player);
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void func_8002DF18(PlayState* play, Player* player);
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode);
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void Actor_InitPlayerHorse(PlayState* play, Player* player);
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s32 Player_SetCsAction(PlayState* play, Actor* actor, u8 csMode);
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 arg2);
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void func_8002DF90(DynaPolyActor* dynaActor);
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void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
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@@ -445,14 +445,14 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
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PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
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s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2);
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s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 arg2);
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u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play);
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s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4);
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s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 arg3);
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s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2);
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s32 func_8002F2F4(Actor* actor, PlayState* play);
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s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 arg2, u32 arg3);
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s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 arg2);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
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u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
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s8 func_8002F368(PlayState* play);
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s8 Actor_GetPlayerExchangeItemId(PlayState* play);
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
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u32 Actor_HasParent(Actor* actor, PlayState* play);
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// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename Actor_OfferGetItem and Actor_OfferGetItemNearby.
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@@ -464,30 +464,30 @@ void Actor_OfferGetItemNearby(Actor* actor, PlayState* play, s32 getItemId);
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void Actor_OfferCarry(Actor* actor, PlayState* play);
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u32 Actor_HasNoParent(Actor* actor, PlayState* play);
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void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play);
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void func_8002F5F0(Actor* actor, PlayState* play);
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void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
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s32 Actor_IsMounted(PlayState* play, Actor* horse);
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u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 arg2);
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s32 Actor_NotMounted(PlayState* play, Actor* horse);
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void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Actor* actor, u16 sfxId);
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void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
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void func_8002F850(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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void func_8002F948(Actor* actor, u16 sfxId);
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void func_8002F974(Actor* actor, u16 sfxId);
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void func_8002F994(Actor* actor, s32 arg1);
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void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
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void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 arg1);
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s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos);
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void Actor_DisableLens(PlayState* play);
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void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx);
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s32 func_800314D4(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3);
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void func_800315AC(PlayState* play, ActorContext* actorCtx);
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void func_80031A28(PlayState* play, ActorContext* actorCtx);
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s32 Actor_CullingVolumeTest(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3);
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void Actor_DrawAll(PlayState* play, ActorContext* actorCtx);
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void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx);
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void func_80031B14(PlayState* play, ActorContext* actorCtx);
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void func_80031C3C(ActorContext* actorCtx, PlayState* play);
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Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
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@@ -497,10 +497,10 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx);
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Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
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Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player);
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Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player);
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Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
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void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
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s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
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s16 FaceChange_UpdateBlinking(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
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void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
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s16 objectId);
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@@ -519,9 +519,9 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor);
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s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor);
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f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void func_80033DB8(PlayState* play, s16 arg1, s16 arg2);
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void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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void Actor_RequestQuake(PlayState* play, s16 arg1, s16 arg2);
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void Actor_RequestQuakeWithSpeed(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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f32 Rand_ZeroFloat(f32 f);
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f32 Rand_CenteredFloat(f32 f);
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void Actor_DrawDoorLock(PlayState* play, s32 arg1, s32 arg2);
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@@ -539,7 +539,7 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 arg2, f32 arg3);
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void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
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void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_UpdateFidgetTables(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_Noop(Actor* actor, PlayState* play);
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void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
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void Gfx_DrawDListXlu(PlayState* play, Gfx* dlist);
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@@ -572,7 +572,7 @@ void Flags_SetRandomizerInf(RandomizerInf flag);
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void Flags_UnsetRandomizerInf(RandomizerInf flag);
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u16 func_80037C30(PlayState* play, s16 arg1);
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s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3);
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s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
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s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
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// ? func_80038600(?);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
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@@ -678,7 +678,7 @@ u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32
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Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId);
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Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D94(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@@ -1379,7 +1379,7 @@ void Sram_InitSram(GameState* gameState);
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void SsSram_ReadWrite(uintptr_t addr, void* dramAddr, size_t size, s32 direction);
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void func_800A9F30(PadMgr*, s32);
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void func_800A9F6C(f32, u8, u8, u8);
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void func_800AA000(f32, u8, u8, u8);
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void Rumble_Request(f32, u8, u8, u8);
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void func_800AA0B4();
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void func_800AA0F0(void);
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u32 func_800AA148();
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@@ -2092,14 +2092,14 @@ void Audio_ClearSariaBgm(void);
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void Audio_ClearSariaBgmAtPos(Vec3f* pos);
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void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax);
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void Audio_ClearSariaBgm2(void);
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void func_800F5510(u16 seqId);
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void func_800F5550(u16 seqId);
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void func_800F574C(f32 arg0, u8 arg2);
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void func_800F5718(void);
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void func_800F5918(void);
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void func_800F595C(u16);
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void func_800F59E8(u16);
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s32 func_800F5A58(u8);
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void Audio_PlayMorningSceneSequence(u16 seqId);
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void Audio_PlaySceneSequence(u16 seqId);
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void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2);
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void Audio_PlayWindmillBgm(void);
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void Audio_SetFastTempoForTimedMinigame(void);
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void Audio_PlaySequenceInCutscene(u16);
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void Audio_StopSequenceInCutscene(u16);
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s32 Audio_IsSequencePlaying(u8);
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void func_800F5ACC(u16 seqId);
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void PreviewSequence(u16 seqId);
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void func_800F5B58(void);
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@@ -2107,21 +2107,21 @@ void func_800F5BF0(u8 natureAmbienceId);
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void Audio_PlayFanfare(u16);
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void Audio_PlayFanfare_Rando(GetItemEntry getItem);
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void func_800F5C2C(void);
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void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void Audio_PlaySequenceWithSeqPlayerIO(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void Audio_SetSequenceMode(u8 seqMode);
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void Audio_SetBgmEnemyVolume(f32 dist);
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void func_800F6268(f32 dist, u16);
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void Audio_UpdateMalonSinging(f32 dist, u16);
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void func_800F64E0(u8 arg0);
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void func_800F6584(u8 arg0);
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void Audio_ToggleMalonSinging(u8 arg0);
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void Audio_SetEnvReverb(s8 reverb);
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void Audio_SetCodeReverb(s8 reverb);
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void func_800F6700(s8 outputMode);
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void Audio_SetSoundOutputMode(s8 outputMode);
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void Audio_SetBaseFilter(u8);
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void Audio_SetExtraFilter(u8);
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void Audio_SetCutsceneFlag(s8 flag);
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void Audio_PlaySoundIfNotInCutscene(u16 sfxId);
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void func_800F6964(u16);
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void func_800F6AB0(u16);
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void Audio_StopBgmAndFanfare(u16);
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// ? Audio_DisableAllSeq(?);
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// ? func_800F6BB8(?);
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void Audio_PreNMI();
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