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Split headers to be more similar to OOT (#13)
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+12
-12
@@ -384,45 +384,45 @@ s16 Math_Vec3f_Pitch(Vec3f* from, Vec3f* to) {
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return atans_flip(Math_Vec3f_DistXZ(from, to), from->y - to->y);
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}
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void Actor_ProcessInitChain(Actor* actor, ActorInitVar* init) {
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void Actor_ProcessInitChain(Actor* actor, InitChainEntry* init) {
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do {
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actorInitVarFuncs[init->type]((u8*)actor, init);
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} while ((init++)->cont);
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}
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void IChain_Apply_u8(u8* actor, ActorInitVar* init) {
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void IChain_Apply_u8(u8* actor, InitChainEntry* init) {
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*(u8*)(actor + init->offset) = (u8)(init->value);
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}
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void IChain_Apply_s8(u8* actor, ActorInitVar* init) {
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void IChain_Apply_s8(u8* actor, InitChainEntry* init) {
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*(u8*)(actor + init->offset) = (u8)(init->value);
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}
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void IChain_Apply_u16(u8* actor, ActorInitVar* init) {
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void IChain_Apply_u16(u8* actor, InitChainEntry* init) {
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*(u16*)(actor + init->offset) = (u16)(init->value);
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}
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void IChain_Apply_s16(u8* actor, ActorInitVar* init) {
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void IChain_Apply_s16(u8* actor, InitChainEntry* init) {
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*(u16*)(actor + init->offset) = (u16)(init->value);
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}
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void IChain_Apply_u32(u8* actor, ActorInitVar* init) {
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void IChain_Apply_u32(u8* actor, InitChainEntry* init) {
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*(u32*)(actor + init->offset) = (u32)(init->value);
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}
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void IChain_Apply_s32(u8* actor, ActorInitVar* init) {
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void IChain_Apply_s32(u8* actor, InitChainEntry* init) {
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*(u32*)(actor + init->offset) = (u32)(init->value);
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}
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void IChain_Apply_f32(u8* actor, ActorInitVar* init) {
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void IChain_Apply_f32(u8* actor, InitChainEntry* init) {
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*(f32*)(actor + init->offset) = (f32)(init->value);
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}
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void IChain_Apply_f32div1000(u8* actor, ActorInitVar* init) {
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void IChain_Apply_f32div1000(u8* actor, InitChainEntry* init) {
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*(f32*)(actor + init->offset) = (f32)(init->value) / 1000;
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}
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void IChain_Apply_Vec3f(u8* actor, ActorInitVar* init) {
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void IChain_Apply_Vec3f(u8* actor, InitChainEntry* init) {
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Vec3f* v0 = (Vec3f*)(actor + init->offset);
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f32 f0 = (f32)(init->value);
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@@ -431,7 +431,7 @@ void IChain_Apply_Vec3f(u8* actor, ActorInitVar* init) {
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v0->x = f0;
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}
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void IChain_Apply_Vec3fdiv1000(u8* actor, ActorInitVar* init) {
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void IChain_Apply_Vec3fdiv1000(u8* actor, InitChainEntry* init) {
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Vec3f* v0 = (Vec3f*)(actor + init->offset);
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f32 f0 = (f32)(init->value) / 1000;
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@@ -440,7 +440,7 @@ void IChain_Apply_Vec3fdiv1000(u8* actor, ActorInitVar* init) {
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v0->x = f0;
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}
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void IChain_Apply_Vec3s(u8* actor, ActorInitVar* init) {
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void IChain_Apply_Vec3s(u8* actor, InitChainEntry* init) {
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Vec3s* v0 = (Vec3s*)(actor + init->offset);
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s16 v1 = (s16)(init->value);
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