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z_room (1 non-matching) (#1143)
* begin room docs and decomp * match Room_DrawImageSingle * match Room_DrawImageMulti * Room_AllocateAndLoad non-matching * big improvements on Room_DrawCullable * match Room_AllocateAndLoad * improvement? * cleanup * comments * cleanup * small pr suggestions * PR Suggestions * cleanup sceneCmds * some PR * PR Suggestions * more PR Suggestions * col to collision
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+37
-42
@@ -1888,19 +1888,14 @@ Gfx* Gfx_PrimColor(GraphicsContext* gfxCtx, s32 lodfrac, s32 r, s32 g, s32 b, s3
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void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g, u8 b);
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void func_8012D374(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b);
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void func_8012D40C(f32* param_1, f32* param_2, s16* param_3);
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void Room_nop8012D510(PlayState* play, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4);
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void Room_DrawType3Mesh(PlayState* play, Room* room, u32 flags);
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void Room_DrawType0Mesh(PlayState* play, Room* room, u32 flags);
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void Room_DrawType2Mesh(PlayState* play, Room* room, u32 flags);
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void func_8012DEE8(PlayState* play, Room* room, u32 flags);
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u32 func_8012E254(s32 param_1, PlayState* play);
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void func_8012E32C(PlayState* play, Room* room, u32 flags);
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void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags);
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void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
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void Room_Init(PlayState* play, RoomContext* roomCtx);
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u32 Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
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size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
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s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index);
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s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx);
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void Room_Draw(PlayState* play, Room* room, u32 flags);
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void func_8012EBF8(PlayState* play, RoomContext* roomCtx);
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s32 Inventory_GetBtnBItem(PlayState* play);
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void Inventory_ChangeEquipment(s16 value);
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@@ -1919,40 +1914,40 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId);
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index);
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void Object_LoadAll(ObjectContext* objectCtx);
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void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id);
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void Scene_HeaderCmdSpawnList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdActorList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdActorCutsceneCamList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdColHeader(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdRoomList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdEntranceList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdMesh(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdObjectList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdLightList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdPathList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdTransiActorList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandActorList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandActorCutsceneCamList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd);
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void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd);
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void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd);
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void Scene_CommandMesh(PlayState* play, SceneCmd* cmd);
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void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandLightList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandPathList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandTransiActorList(PlayState* play, SceneCmd* cmd);
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void Door_InitContext(GameState* gameState, DoorContext* doorCtx);
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void Scene_HeaderCmdEnvLightSettings(PlayState* play, SceneCmd* cmd);
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void Scene_CommandEnvLightSettings(PlayState* play, SceneCmd* cmd);
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void Scene_LoadAreaTextures(PlayState* play, s32 fileIndex);
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void Scene_HeaderCmdSkyboxSettings(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdSkyboxDisables(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdTimeSettings(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdWindSettings(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdExitList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmd09(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdSoundSettings(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdEchoSetting(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdAltHeaderList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdCutsceneList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdActorCutsceneList(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdMiniMap(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmd1D(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdMiniMapCompassInfo(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdSetRegionVisitedFlag(PlayState* play, SceneCmd* cmd);
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void Scene_HeaderCmdAnimatedMaterials(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd);
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void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd);
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void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd);
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void Scene_CommandExitList(PlayState* play, SceneCmd* cmd);
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void Scene_Command09(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd);
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void Scene_CommandEchoSetting(PlayState* play, SceneCmd* cmd);
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void Scene_CommandAltHeaderList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandCutsceneList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandActorCutsceneList(PlayState* play, SceneCmd* cmd);
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void Scene_CommandMiniMap(PlayState* play, SceneCmd* cmd);
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void Scene_Command1D(PlayState* play, SceneCmd* cmd);
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void Scene_CommandMiniMapCompassInfo(PlayState* play, SceneCmd* cmd);
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void Scene_CommandSetRegionVisitedFlag(PlayState* play, SceneCmd* cmd);
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void Scene_CommandAnimatedMaterials(PlayState* play, SceneCmd* cmd);
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void Scene_SetExitFade(PlayState* play);
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s32 Scene_ProcessHeader(PlayState* play, SceneCmd* header);
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s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
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u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);
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u16 Entrance_CreateFromSpawn(s32 spawn);
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void Scene_Draw(PlayState* play);
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@@ -2319,7 +2314,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams)
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void func_80169EFC(GameState* thisx);
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void func_80169F78(GameState* thisx);
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void func_80169FDC(GameState* thisx);
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s32 func_80169FFC(GameState* thisx);
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s32 Play_CamIsNotFixed(GameState* thisx);
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s32 FrameAdvance_IsEnabled(GameState* thisx);
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s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
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@@ -2367,7 +2362,7 @@ void PreRender_ApplyFiltersSlowlyInit(PreRender* this);
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void PreRender_ApplyFiltersSlowlyDestroy(PreRender* this);
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void func_801720C4(PreRender* this);
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void func_801720FC(PreRenderParams* params, Gfx** gfxp);
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void func_80172758(Gfx** gfxp, void* timg, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tt, u16 arg8, f32 x, f32 y, f32 xScale, f32 yScale, u32 flags);
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void Prerender_DrawBackground2D(Gfx** gfxp, void* timg, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tt, u16 arg8, f32 x, f32 y, f32 xScale, f32 yScale, u32 flags);
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void THGA_Ct(TwoHeadGfxArena* thga, Gfx* start, size_t size);
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void THGA_Dt(TwoHeadGfxArena* thga);
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u32 THGA_IsCrash(TwoHeadGfxArena* thga);
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