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+14
-27
@@ -200,7 +200,7 @@ s32 osRecvMesg(OSMesgQueue* mq, OSMesg* msg, s32 flags);
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OSIntMask osSetIntMask(OSIntMask im);
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// OSIntMask osGetIntMask(void);
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// void osVoiceSetWord(void);
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// void guScale(void);
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void guScale(Mtx* mtx, f32 x, f32 y, f32 z);
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f32 sinf(f32 __x);
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s16 sins(u16 x);
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OSTask* _VirtualToPhysicalTask(OSTask* intp);
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@@ -383,7 +383,7 @@ u32 osAiGetLength(void);
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s32 osEPiWriteIo(OSPiHandle* pihandle, u32 devAddr, u32 data);
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void osMapTLBRdb(void);
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void osYieldThread(void);
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// void guTranslate(void);
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void guTranslate(Mtx* mtx, f32 x, f32 y, f32 z);
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u32 __osGetCause(void);
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s32 __osContRamWrite(OSMesgQueue* mq, s32 channel, u16 address, u8* buffer, s32 force);
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s32 __osEPiRawWriteIo(OSPiHandle* handle, u32 devAddr, u32 data);
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@@ -539,7 +539,7 @@ void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* arg1, Vec3f* arg2
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void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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// void EffectSsGSpk_SpawnRandColor(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7);
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// void EffectSsGSpk_SpawnSmall(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7);
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void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 fadeDelay, s16 life, s32 arg9);
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void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 alphaStep, s16 fadeDelay, s32 life);
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void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, f32 scale);
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void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale);
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@@ -718,7 +718,7 @@ void func_800B9038(Actor* actor, s32 timer);
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void func_800B9084(Actor* actor);
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void func_800B9098(Actor* actor);
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s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 index, s32 arg4);
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void func_800B90F4(PlayState* play);
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void Actor_DeactivateLens(PlayState* play);
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void func_800B9120(ActorContext* actorCtx);
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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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@@ -1858,13 +1858,9 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange);
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void Health_GiveHearts(s16 hearts);
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void Rupees_ChangeBy(s16 rupeeChange);
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void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Parameter_AddMagic(PlayState* play, s16 arg1);
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void func_80115D5C(GameState* gamestate);
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// void func_80115DB4(void);
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// void func_80116088(void);
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// void func_80116114(void);
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// void func_80116348(void);
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// void func_80116918(void);
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void Magic_Add(PlayState* play, s16 magicToAdd);
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void Magic_Reset(PlayState* play);
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s32 Magic_Consume(PlayState* play, s16 magicToConsume, s16 type);
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// void func_80116FD8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
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// void func_801170B8(void);
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// void func_80117100(void);
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@@ -1975,12 +1971,6 @@ s32 func_80128640(PlayState* play, Player* player, Gfx* dlist);
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void func_80128B74(PlayState* play, Player* player, s32 limbIndex);
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void func_80128BD0(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
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void PreNMI_Stop(PreNMIContext* prenmiCtx);
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void PreNMI_Update(PreNMIContext* prenmiCtx);
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void PreNMI_Draw(PreNMIContext* prenmiCtx);
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void PreNMI_Main(PreNMIContext* prenmiCtx);
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void PreNMI_Destroy(PreNMIContext* prenmiCtx);
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void PreNMI_Init(PreNMIContext* prenmiCtx);
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f32 Quake_Random(void);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 verticalPertubation, f32 horizontalPertubation);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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@@ -2672,10 +2662,7 @@ void AudioMgr_HandlePRENMI(AudioMgr* audioMgr);
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void AudioMgr_ThreadEntry(void* arg);
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void AudioMgr_Unlock(AudioMgr* audioMgr);
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void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, SchedContext* sched, IrqMgr* irqMgr);
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void TitleSetup_GameStateResetContext(void);
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void TitleSetup_InitImpl(GameState* gameState);
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void TitleSetup_Destroy(GameState* gameState);
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void TitleSetup_Init(GameState* gameState);
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void Game_UpdateFramerateVariables(s32 divisor);
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void Game_SetFramerateDivisor(GameState* gameState, s32 divisor);
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void GameState_SetFBFilter(Gfx** gfx, u32 arg1);
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@@ -2690,8 +2677,8 @@ void GameState_InitArena(GameState* gameState, size_t size);
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void GameState_Realloc(GameState* gameState, size_t size);
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void GameState_Init(GameState* gameState, GameStateFunc gameStateInit, GraphicsContext* gfxCtx);
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void GameState_Destroy(GameState* gameState);
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GameStateFunc GameState_GetNextStateInit(GameState* gameState);
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size_t GameState_GetNextStateSize(GameState* gameState);
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GameStateFunc GameState_GetInit(GameState* gameState);
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size_t GameState_GetSize(GameState* gameState);
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u32 GameState_IsRunning(GameState* gameState);
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s32 GameState_GetArenaSize(GameState* gameState);
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s32 func_80173B48(GameState* gameState);
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@@ -3045,8 +3032,8 @@ void* AudioHeap_AllocAttemptExternal(AudioAllocPool* pool, size_t size);
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void* AudioHeap_AllocDmaMemory(AudioAllocPool* pool, size_t size);
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void* AudioHeap_AllocZeroed(AudioAllocPool* pool, size_t size);
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void* AudioHeap_Alloc(AudioAllocPool* pool, size_t size);
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void AudioHeap_AllocPoolInit(AudioAllocPool* pool, void* addr, size_t size);
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void AudioHeap_PopCache(s32 tableType);
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void AudioHeap_InitPool(AudioAllocPool* pool, void* addr, size_t size);
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void AudioHeap_PopPersistentCache(s32 tableType);
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void AudioHeap_InitMainPool(size_t initPoolSize);
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void* AudioHeap_AllocCached(s32 tableType, size_t size, s32 cache, s32 id);
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void* AudioHeap_SearchCaches(s32 tableType, s32 cache, s32 id);
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@@ -3131,10 +3118,10 @@ s32 osAiSetNextBuffer(void* buf, u32 size);
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void AudioPlayback_NoteDisable(Note* note);
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void AudioPlayback_ProcessNotes(void);
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SoundFontSound* AudioPlayback_InstrumentGetSound(Instrument* instrument, s32 semitone);
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TunedSample* AudioPlayback_GetInstrumentTunedSample(Instrument* instrument, s32 semitone);
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Instrument* AudioPlayback_GetInstrumentInner(s32 fontId, s32 instId);
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Drum* AudioPlayback_GetDrum(s32 fontId, s32 drumId);
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SoundFontSound* AudioPlayback_GetSfx(s32 fontId, s32 sfxId);
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SoundEffect* AudioPlayback_GetSoundEffect(s32 fontId, s32 sfxId);
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s32 AudioPlayback_SetFontInstrument(s32 instrumentType, s32 fontId, s32 index, void* value);
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void AudioPlayback_SeqLayerNoteDecay(SequenceLayer* layer);
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void AudioPlayback_SeqLayerNoteRelease(SequenceLayer* layer);
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