Add current missing functions prototypes (#181)

* First bash

* Another batch

* Another bunch

* Update actorfixer

* run format

* Apply suggestions from code review

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Suggestion

* context renaming

* Update include/functions.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Fix renamings

* fix

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2021-06-17 08:54:18 -04:00
committed by GitHub
parent 52d36d7373
commit 3098abd4f6
28 changed files with 436 additions and 401 deletions
+144 -137
View File
@@ -439,7 +439,7 @@ void osViSetEvent(OSMesgQueue* mq, OSMesg m, u32 retraceCount);
s32 osPfsIsPlug(OSMesgQueue* queue, u8* pattern);
// void func_800925CC(void);
// void func_80092680(void);
// void __osVoiceGetStatus(void);
s32 __osVoiceGetStatus(OSMesgQueue* mq, s32 port, u8* status);
OSPiHandle* osCartRomInit(void);
// void func_80092A80(void);
// s32 __osPfsSelectBank(OSPfs* pfs, UNK_TYPE4 param_2);
@@ -563,7 +563,7 @@ void func_800AE5A0(GlobalContext* globalCtx);
// void func_800AE5E4(void);
void func_800AE778(GlobalContext* globalCtx, Color_RGBA8* color, s16 param_3, s16 param_4);
void func_800AE8EC(GlobalContext* globalCtx);
void func_800AE930(CollisionContext* bgCtxt, s32 param_2, float* param_3, f32 param_4, s16 param_5, CollisionPoly* param_6, s32 param_7);
void func_800AE930(CollisionContext* colCtx, s32 param_2, float* param_3, f32 param_4, s16 param_5, CollisionPoly* param_6, s32 param_7);
// void func_800AEF44(void);
void EffectTireMark_InitParticle(EffTireMarkParticle* particle);
void EffectTireMark_Init(EffTireMarkParams* params, EffTireMarkInit* init);
@@ -643,16 +643,20 @@ void EffectSsKiraKira_SpawnDispersed (GlobalContext * globalCtx, Vec3f * pos, Ve
// 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);
// 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);
// void EffectSsDFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10);
// void EffectSsBubble_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
void EffectSsBubble_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
f32 scale);
void EffectSsGRipple_Spawn(GlobalContext* globalCtx, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
void EffectSsGSplash_Spawn(GlobalContext* globalCtx, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
s16 type, s16 scale);
// void EffectSsGFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2);
// void EffectSsLightning_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Color_RGBA8* pzParm3, Color_RGBA8* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8);
// void EffectSsDtBubble_SpawnColorProfile(UNK_TYPE4 param_1, Vec3f* param_2, Vec3f* param_3, Vec3f* param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8);
// void EffectSsDtBubble_SpawnCustomColor(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9);
// void EffectSsHahen_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE4 param_9);
// void EffectSsHahen_SpawnBurst(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10);
void EffectSsDtBubble_SpawnCustomColor(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
void EffectSsHahen_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
s16 objId, s16 life, Gfx* dList);
void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
// void func_800B2364(void);
// void EffectSsStick_Spawn(UNK_TYPE4 uParm1, UNK_PTR puParm2, UNK_TYPE2 uParm3);
// void EffectSsSibuki_Spawn(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7);
@@ -672,7 +676,8 @@ void EffectSsKakera_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity,
// void EffectSsEnIce_SpawnFlyingVec3f(UNK_TYPE4 uParm1, Actor* pzParm2, Vec3f* pzParm3, Color_RGBA8* pzParm4, Color_RGBA8* param_5, UNK_TYPE4 param_6);
// void func_800B2B44(void);
// void func_800B2B7C(void);
// void EffectSsEnIce_Spawn(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, UNK_TYPE4 param_8);
void EffectSsEnIce_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
// void EffectSsFireTail_Spawn(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE4 uParm4, Vec3f* param_5, UNK_TYPE2 param_6, Color_RGBA8* param_7, Color_RGBA8* param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE4 param_11);
// void EffectSsFireTail_SpawnFlame(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6);
// void EffectSsFireTail_SpawnFlameOnPlayer(void);
@@ -681,17 +686,18 @@ void EffectSsKakera_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity,
// void EffectSsExtra_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6);
void EffectSsDeadDb_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env,
s16 scale, s16 scaleStep, s32 unk);
// void func_800B3030(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE4 param_7);
void func_800B3030(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s32 colorIndex);
// void EffectSsDeadDd_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE1* param_5, UNK_TYPE1* param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10);
// void EffectSsDeadDs_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE4 param_8);
// void func_800B31BC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6);
// void EffectSsIceSmoke_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5);
void EffectSsIceSmoke_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
// void EffectSsIceBlock_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5);
void func_800B32D0(GameState* ctxt);
void func_800B32D0(GameState* gamestate);
// void func_800B3644(void);
void DLF_LoadGameState(GameStateOverlay* gameState);
void DLF_FreeGameState(GameStateOverlay* gameState);
void Actor_PrintLists(ActorContext* actCtxt);
void Actor_PrintLists(ActorContext* actorCtx);
void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc func, f32 scale);
void ActorShadow_Draw(Actor* actor, Lights* mapper, GlobalContext* globalCtx, Gfx* displayList, Color_RGBA8* color);
void func_800B3FC0(Actor* actor, Lights* mapper, GlobalContext* globalCtx);
@@ -707,8 +713,8 @@ void func_800B4EDC(GlobalContext* globalCtx, Vec3f* pzParm2, Vec3f* pzParm3, f32
// void func_800B4F40(TargetContext* targetContext, s32 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5);
void func_800B4F78(TargetContext* targetContext, u8 type, GlobalContext* globalCtx);
void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalContext* globalCtx);
void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx);
void func_800B5208(TargetContext* targetCtxt, GlobalContext* globalCtx);
void Actor_TargetContextInit(TargetContext* targetCtx, Actor* actor, GlobalContext* globalCtx);
void func_800B5208(TargetContext* targetCtx, GlobalContext* globalCtx);
void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* globalCtx);
u32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag);
void Actor_SetSwitchFlag(GlobalContext* globalCtx, s32 flag);
@@ -725,12 +731,12 @@ void Actor_SetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber);
void Actor_UnsetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber);
u32 Actor_GetCollectibleFlag(GlobalContext* globalCtx, s32 index);
void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index);
void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt);
void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7);
void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCardCtx);
void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7);
// void Actor_Nop800B5E50(UNK_TYPE4 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4);
void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt);
void Actor_TitleCardDraw(GlobalContext* globalCtx, TitleCardContext* titleCtxt);
// UNK_TYPE4 func_800B6434(GlobalContext* globalCtx, TitleCardContext* titleCtxt);
void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx);
void Actor_TitleCardDraw(GlobalContext* globalCtx, TitleCardContext* titleCardCtx);
// UNK_TYPE4 func_800B6434(GlobalContext* globalCtx, TitleCardContext* titleCardCtx);
// UNK_TYPE4 func_800B645C(void);
void func_800B6468(GlobalContext* globalCtx);
void func_800B6474(GlobalContext* globalCtx);
@@ -825,7 +831,7 @@ UNK_TYPE4 func_800B8A1C(Actor* actor, GlobalContext* globalCtx, s32 iParm3, f32
// void func_800B8B84(void);
// void func_800B8BB0(void);
// void func_800B8BD0(void);
// void func_800B8BFC(void);
s32 func_800B8BFC(Actor* actor, GlobalContext* globalCtx);
// void func_800B8C20(void);
void func_800B8C50(Actor* actor, GlobalContext* globalCtx);
// void func_800B8C78(void);
@@ -836,20 +842,21 @@ void func_800B8C50(Actor* actor, GlobalContext* globalCtx);
void func_800B8D98(GlobalContext* globalCtx, Actor* actor, f32 param_3, s16 param_4, f32 param_5);
// void func_800B8DD4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800B8E1C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
// void func_800B8E58(void);
void Audio_PlayActorSound2(Actor* actor, s16 sfxId);
void func_800B8E58(Actor* actor, u16 sfxId);
void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
// void func_800B8FC0(void);
void func_800B9010(Actor* actor, s16 sfxId);
void func_800B8F98(Actor* actor, u16 sfxId);
void func_800B9010(Actor* actor, u16 sfxId);
// void func_800B9038(void);
// void func_800B9084(void);
void func_800B9098(Actor* actor);
s32 func_800B90AC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4);
// void func_800B90F4(void);
void func_800B9120(ActorContext* actCtxt);
// void Actor_Init(GlobalContext* globalCtx, ActorContext* actCtxt, UNK_TYPE4 uParm3);
void func_800B9334(GlobalContext* globalCtx, ActorContext* actCtxt);
void func_800B9120(ActorContext* actorCtx);
// void Actor_Init(GlobalContext* globalCtx, ActorContext* actorCtx, UNK_TYPE4 uParm3);
void func_800B9334(GlobalContext* globalCtx, ActorContext* actorCtx);
Actor* Actor_UpdateActor(s800B948C* params);
void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actCtxt);
void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx);
void Actor_DrawActor(GlobalContext* globalCtx, Actor* actor);
void func_800B9D1C(Actor* actor);
void Actor_DrawAllSetup(GlobalContext* globalCtx);
@@ -858,21 +865,21 @@ s32 Actor_RecordUndrawnActor(GlobalContext* globalCtx, Actor* actor);
void func_800B9EF4(GlobalContext* globalCtx, s32 numActors, Actor** actors);
s32 func_800BA2D8(GlobalContext* globalCtx, Actor* actor);
s32 func_800BA2FC(GlobalContext* globalCtx, Actor* actor, Vec3f* param_3, f32 param_4);
void Actor_DrawAll(GlobalContext* globalCtx, ActorContext* aCtxt);
void func_800BA6FC(GlobalContext* globalCtx, ActorContext* aCtxt);
void func_800BA798(GlobalContext* globalCtx, ActorContext* aCtxt);
void func_800BA8B8(GlobalContext* globalCtx, ActorContext* actCtxt);
void Actor_DrawAll(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_800BA6FC(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_800BA798(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_800BA8B8(GlobalContext* globalCtx, ActorContext* actorCtx);
// void func_800BA9B4(void);
void Actor_InsertIntoTypeList(ActorContext* actCtxt, Actor* actor, u8 type);
Actor* Actor_RemoveFromTypeList(GlobalContext* globalCtx, ActorContext* actCtxt, Actor* actor);
void Actor_InsertIntoTypeList(ActorContext* actorCtx, Actor* actor, u8 type);
Actor* Actor_RemoveFromTypeList(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor);
void Actor_FreeOverlay(ActorOverlay* entry);
Actor* Actor_Spawn(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10);
ActorInit* Actor_LoadOverlay(ActorContext* actCtxt, s16 index);
Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent);
Actor* Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable);
void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actCtxt);
void func_800BB2D0(ActorContext* aCtxt, u16* param_2, GlobalContext* globalCtx);
Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* globalCtx);
Actor* Actor_Spawn(ActorContext* actorCtx, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10);
ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index);
Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actorCtx, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent);
Actor* Actor_SpawnWithParent(ActorContext* actorCtx, Actor* parent, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable);
void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_800BB2D0(ActorContext* actorCtx, u16* param_2, GlobalContext* globalCtx);
Actor* func_800BB498(ActorContext* actorCtx, Actor* actor, GlobalContext* globalCtx);
// void func_800BB59C(void);
// void func_800BB604(void);
// void func_800BB8EC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
@@ -881,7 +888,7 @@ void func_800BBA88(GlobalContext* globalCtx, Actor* actor);
void func_800BBB74(s16* arg1, UNK_TYPE1 arg2, UNK_TYPE1 arg3, UNK_TYPE4 arg4);
// void func_800BBC20(void);
// void func_800BBCEC(void);
// void func_800BBDAC(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_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE1 param_9);
// void func_800BBDAC(GlobalContext* globalCtx, UNK_PTR param_2, UNK_PTR param_3, f32 param_4, UNK_TYPE4 param_5, f32 param_6, s16 param_7, s16 param_8, u8 param_9);
void func_800BBFB0(GlobalContext* globalCtx, Vec3f* position, f32 param3, s32 param_4, s16 param_5, s16 param_6, u8 param_7);
void func_800BC154(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory);
// void func_800BC188(void);
@@ -948,7 +955,7 @@ void BgCheck_PolygonGetNormal(CollisionPoly* polygon, f32* normalX, f32* normalY
void func_800C0094(struct CollisionPoly* param_1, f32 xOffset, f32 yOffset, f32 zOffset, MtxF* matrix);
f32 func_800C01B8(CollisionPoly* param_1, Vec3f* param_2);
void BgCheck_CreateColTriParamsFromPolygon(CollisionPoly* polygon, Vec3s* vertices, TriNorm* tri);
void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* bgCtxt, TriNorm* tri);
void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* colCtx, TriNorm* tri);
// void func_800C0340(CollisionPoly* param_1, Vec3s* param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// UNK_TYPE4 func_800C0474(CollisionPoly* param_1, Vec3s* param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800C0668(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
@@ -956,8 +963,8 @@ void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* bgCtxt, Tri
// void func_800C074C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
// void func_800C07F0(void);
void BgCheck_PolygonCollidesWithSphere(CollisionPoly* polygon, Vec3s* verticies, Vec3f* pos, f32 readius);
void BgCheck_ScenePolygonListsInsertSorted(CollisionContext* bgCtxt, u16* head, CollisionPoly* polygons, Vec3s* vertices, s16 index);
void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext* bgCtxt, CollisionPoly* polygons, Vec3s* vertices, s16 index);
void BgCheck_ScenePolygonListsInsertSorted(CollisionContext* colCtx, u16* head, CollisionPoly* polygons, Vec3s* vertices, s16 index);
void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext* colCtx, CollisionPoly* polygons, Vec3s* vertices, s16 index);
// void func_800C0E74(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, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10);
// void func_800C10FC(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, UNK_TYPE4 param_8, UNK_TYPE4 param_9);
// void func_800C1238(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE1 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11);
@@ -970,27 +977,27 @@ void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext
// void func_800C2460(void);
// void func_800C2514(void);
// void func_800C25E0(void);
void BgCheck_GetPolyMinSubdivisions(CollisionContext* bgCtxt, Vec3f* min, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision);
void BgCheck_GetPolyMaxSubdivisions(CollisionContext* bgCtxt, Vec3f* max, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision);
void BgCheck_GetPolyMinMaxSubdivisions(CollisionContext* bgCtxt, Vec3s* vertices, CollisionPoly* polygons, s32* minX, s32* minY, s32* minZ, s32* maxX, s32* maxY, s32* maxZ, s16 index);
void BgCheck_GetPolyMinSubdivisions(CollisionContext* colCtx, Vec3f* min, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision);
void BgCheck_GetPolyMaxSubdivisions(CollisionContext* colCtx, Vec3f* max, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision);
void BgCheck_GetPolyMinMaxSubdivisions(CollisionContext* colCtx, Vec3s* vertices, CollisionPoly* polygons, s32* minX, s32* minY, s32* minZ, s32* maxX, s32* maxY, s32* maxZ, s16 index);
// UNK_TYPE4 func_800C2BE0(Vec3f* param_1, Vec3f* param_2, CollisionPoly* polygons, Vec3s* vertices, s16 index);
u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* bgCtxt, GlobalContext* globalCtx, StaticLookup* subdivisions);
u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLookup* subdivisions);
s32 BgCheck_GetIsDefaultSpecialScene(GlobalContext* globalCtx);
s32 BgCheck_GetSpecialSceneMaxMemory(s32 sceneId, u32* maxMemory);
void BgCheck_CalcSubdivisionSize(f32 min, s32 subdivisions, f32* max, f32* subdivisionSize, f32* inverseSubdivisionSize);
s32 BgCheck_GetSpecialSceneMaxObjects(GlobalContext* globalCtx, u32* maxNodes, u32* maxPolygons, u32* maxVertices);
void BgCheck_Init(CollisionContext* bgCtxt, GlobalContext* globalCtx, CollisionHeader* mesh);
void func_800C3C00(CollisionContext* bgCtxt, u32 param_2);
void func_800C3C14(CollisionContext* bgCtxt, u32 param_2);
CollisionHeader* BgCheck_GetActorMeshHeader(CollisionContext* bgCtxt, s32 index);
void BgCheck_Init(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* mesh);
void func_800C3C00(CollisionContext* colCtx, u32 param_2);
void func_800C3C14(CollisionContext* colCtx, u32 param_2);
CollisionHeader* BgCheck_GetActorMeshHeader(CollisionContext* colCtx, s32 index);
// void func_800C3C94(void);
f32 func_800C3D50(s32 arg0, CollisionContext* bgCtxt, s32 arg2, CollisionPoly** arg3, s32* arg4, Vec3f* pos, Actor* actor, s32 arg7, f32 arg8, s32 arg9);
f32 func_800C3D50(s32 arg0, CollisionContext* colCtx, s32 arg2, CollisionPoly** arg3, s32* arg4, Vec3f* pos, Actor* actor, s32 arg7, f32 arg8, s32 arg9);
// void func_800C3F40(void);
// void func_800C3FA0(void);
// void func_800C4000(void);
// void func_800C4058(void);
// void func_800C40B4(void);
f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos);
f32 func_800C411C(CollisionContext* colCtx, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos);
// void func_800C4188(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800C41E4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800C4240(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
@@ -1000,7 +1007,7 @@ f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Act
// void func_800C4488(void);
// void func_800C44F0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
// void func_800C455C(void);
s32 func_800C45C4(CollisionContext* bgCtxt, u32 param_2, Vec3f* param_3, Vec3f* param_4, Vec3f* param_5, f32 param_6, s32* param_7, s32* param_8, DynaPolyActor* param_9, f32 param_10, u8 param_11);
s32 func_800C45C4(CollisionContext* colCtx, u32 param_2, Vec3f* param_3, Vec3f* param_4, Vec3f* param_5, f32 param_6, s32* param_7, s32* param_8, DynaPolyActor* param_9, f32 param_10, u8 param_11);
// void func_800C4C74(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);
// void func_800C4CD8(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, UNK_TYPE4 param_8);
// void func_800C4D3C(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, UNK_TYPE4 param_8, UNK_TYPE4 param_9);
@@ -1047,7 +1054,7 @@ s32 BgCheck_IsActorMeshIndexValid(s32 index);
void BgCheck_DynaInit(GlobalContext* globalCtx, DynaCollisionContext* param_2);
void BgCheck_DynaAlloc(GlobalContext* globalCtx, DynaCollisionContext* dyna);
s32 BgCheck_AddActorMesh(GlobalContext* globalCtx, DynaCollisionContext* dyna, DynaPolyActor* actor, CollisionHeader* header);
DynaPolyActor* BgCheck_GetActorOfMesh(CollisionContext* bgCtxt, s32 index);
DynaPolyActor* BgCheck_GetActorOfMesh(CollisionContext* colCtx, s32 index);
void func_800C62BC(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index);
void func_800C6314(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index);
void func_800C636C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index);
@@ -1076,45 +1083,45 @@ void BgCheck_UpdateAllActorMeshes(GlobalContext* globalCtx, DynaCollisionContext
// void func_800C9380(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, UNK_TYPE2 param_8);
void BgCheck_RelocateMeshHeaderPointers(CollisionHeader* header);
void BgCheck_RelocateMeshHeader(CollisionHeader* meshSegPtr, CollisionHeader** param_2);
void BgCheck_RelocateAllMeshHeaders(CollisionContext* bgCtxt, GlobalContext* globalCtx);
void BgCheck_RelocateAllMeshHeaders(CollisionContext* colCtx, GlobalContext* globalCtx);
// void func_800C9640(void);
u32 BgCheck_GetPolygonAttributes(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index, s32 attributeIndex);
u32 func_800C9704(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 BgCheck_GetPolygonAttributes(CollisionContext* colCtx, CollisionPoly* polygon, s32 index, s32 attributeIndex);
u32 func_800C9704(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// void func_800C9728(void);
// UNK_TYPE4 func_800C9770(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
// UNK_TYPE4 func_800C9770(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// void func_800C97F8(void);
// UNK_TYPE4 func_800C9844(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
// UNK_TYPE4 func_800C9844(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// void func_800C98CC(void);
// UNK_TYPE4 func_800C9924(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C99AC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C99D4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C99FC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9A24(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9A4C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9A7C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9AB0(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9AE4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9B18(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9B40(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9B68(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9B90(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9BB8(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9BDC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
// u32 func_800C9C24(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index, UNK_TYPE4 param_4);
u32 func_800C9C74(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9C9C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9CC4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9CEC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
// UNK_TYPE4 func_800C9924(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C99AC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9B90(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9BDC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// u32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* polygon, s32 index, UNK_TYPE4 param_4);
u32 func_800C9C74(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9C9C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9CC4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9CEC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// void func_800C9D14(void);
// void func_800C9D50(void);
u32 func_800C9D8C(CollisionContext* param_1, CollisionPoly* param_2, s32 param_3);
// void func_800C9DDC(void);
u32 func_800C9E18(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9E40(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
u32 func_800C9E88(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index);
// void func_800C9EBC(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);
// void func_800CA1AC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* bgCtxt, f32 arg2, f32 arg3, f32* arg4, UNK_PTR arg5);
u32 func_800C9E18(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9E40(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
u32 func_800C9E88(CollisionContext* colCtx, CollisionPoly* polygon, s32 index);
// void func_800C9EBC(GlobalContext* globalCtx, CollisionContext* colCtx, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7);
// void func_800CA1AC(GlobalContext* globalCtx, CollisionContext* colCtx, f32 param_3, f32 param_4, f32* param_5, UNK_PTR param_6);
void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* colCtx, f32 arg2, f32 arg3, f32* arg4, UNK_PTR arg5);
// void func_800CA22C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800CA568(void);
// void func_800CA634(void);
@@ -1124,18 +1131,18 @@ void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* bgCtxt, f32 arg2,
// void func_800CA6F0(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);
// void func_800CA9D0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800CAA14(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* actor);
void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* actor);
void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index);
u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Actor* actor);
void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* actor);
void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor);
void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index);
u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor);
void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2);
void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader);
void BgCheck3_ResetFlags(DynaPolyActor* actor);
void func_800CAE88(DynaPolyActor* actor);
void func_800CAE9C(DynaPolyActor* actor);
void func_800CAEB0(CollisionContext* bgCtxt, s32 index);
void func_800CAEB0(CollisionContext* colCtx, s32 index);
void func_800CAEE0(DynaPolyActor* actor);
void func_800CAEF4(CollisionContext* bgCtxt, s32 index);
void func_800CAEF4(CollisionContext* colCtx, s32 index);
void func_800CAF24(DynaPolyActor* actor);
void func_800CAF38(DynaPolyActor* actor);
s32 func_800CAF4C(DynaPolyActor* actor);
@@ -1689,7 +1696,7 @@ s16 ActorCutscene_GetAdditionalCutscene(s16 index);
s16 ActorCutscene_GetLength(s16 index);
// void func_800F2138(void);
// void func_800F2178(void);
// s16 ActorCutscene_GetCurrentCamera(void);
s16 ActorCutscene_GetCurrentCamera(s16 index);
// void func_800F21CC(void);
// UNK_TYPE4 func_800F22C4(s16 param_1, Actor* actor);
void ActorCutscene_SetReturnCamera(s16 index);
@@ -1740,7 +1747,7 @@ void Kanfont_LoadMessageBoxEnd(Font* font, u16 type);
void Kanfont_LoadOrderedFont(Font* font);
// void func_800F5090(void);
// void func_800F50D4(void);
void Kankyo_Init(GlobalContext* globalCtx, KankyoContext* kanCtxt);
void Kankyo_Init(GlobalContext* globalCtx, KankyoContext* envCtx);
u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5);
// void func_800F5A8C(void);
// void func_800F5B10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5);
@@ -1750,16 +1757,16 @@ u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5)
// void func_800F6A04(void);
// void func_800F6A40(void);
// void func_800F6AB8(void);
void func_800F6B44(GlobalContext* globalCtx, KankyoContext* kanCtxt, s32 iParm3, s32 iParm4, s16* param_5);
void func_800F6B44(GlobalContext* globalCtx, KankyoContext* envCtx, s32 iParm3, s32 iParm4, s16* param_5);
// void func_800F6CEC(void);
// void func_800F6EA4(void);
// UNK_TYPE4 Kankyo_IsSceneUpsideDown(GlobalContext* globalCtx);
void func_800F6FF8(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt);
void func_800F6FF8(GlobalContext* globalCtx, KankyoContext* envCtx, LightContext* lightCtx);
// void func_800F8554(void);
// void func_800F88C4(void);
// void func_800F8970(void);
// void func_800F8A9C(void);
// void func_800F8CD4(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800F8CD4(GlobalContext* globalCtx, KankyoContext* envCtx, LightContext* lightCtx, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800F8D84(void);
// void func_800F9728(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);
// void func_800F9824(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, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE2 param_10, UNK_TYPE1 param_11);
@@ -2205,7 +2212,7 @@ s32 func_801224E0(s32 param_1, s16 param_2, s16 param_3);
// void func_80122660(void);
// UNK_TYPE4 func_80122670(s32* param_1, Input* input);
// void func_801226E0(void);
// void func_80122744(void);
void func_80122744(GlobalContext* globalCtx, UNK_PTR arg1, u32 arg2, Vec3s* arg3);
s32 func_80122760(GlobalContext* globalCtx, UNK_PTR arg1, f32 arg2);
void func_80122868(GlobalContext* globalCtx, ActorPlayer* player);
void func_801229A0(GlobalContext* globalCtx, ActorPlayer* player);
@@ -2429,12 +2436,12 @@ void func_8012DEE8(GlobalContext* globalCtx, Room* room, u32 flags);
u32 func_8012E254(s32 param_1, GlobalContext* globalCtx);
void func_8012E32C(GlobalContext* globalCtx, Room* room, u32 flags);
void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags);
void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt);
u32 Room_AllocateAndLoad(GlobalContext* globalCtx, RoomContext* roomCtxt);
s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index);
s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt);
void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtx);
u32 Room_AllocateAndLoad(GlobalContext* globalCtx, RoomContext* roomCtx);
s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtx, s32 index);
s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx);
void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags);
void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt);
void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtx);
s32 func_8012EC80(GlobalContext* globalCtx);
void func_8012ED34(s16 equipment);
u8 func_8012ED78(GlobalContext* globalCtx, s16 equipment);
@@ -2446,7 +2453,7 @@ void func_8012F1BC(s16 sceneIndex);
s16 func_8012F22C(s16 sceneIndex);
void func_8012F278(GlobalContext* globalCtx);
s32 Object_Spawn(ObjectContext* objectCtx, s16 id);
void Object_InitBank(GameState* state, ObjectContext* objectCtx);
void Object_InitBank(GameState* gamestate, ObjectContext* objectCtx);
void Object_UpdateBank(ObjectContext* objectCtx);
s32 Object_GetIndex(ObjectContext* objectCtx, s16 id);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index);
@@ -2465,7 +2472,7 @@ void Scene_HeaderCmdObjectList(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdLightList(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd);
void Transition_Init(GameState* state, TransitionContext* transitionCtx);
void Transition_Init(GameState* gamestate, TransitionContext* transitionCtx);
void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd);
s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex);
void Scene_HeaderCmdSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd);
@@ -2809,9 +2816,9 @@ void func_801420F4(void* arg0);
void func_80142100(void* arg0, Gfx** gfx, u32 arg2);
s32 func_80142440(SkyboxContext* skyboxCtx, Vtx* vtx, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7, s32 arg8); // func_80142440
void func_80143148(SkyboxContext* skyboxCtx, s32 arg1); // func_80143148
void func_801431E8(GameState* state, SkyboxContext* skyboxCtx, s16 skyType); // func_801431E8
void func_801431E8(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType); // func_801431E8
void func_80143324(GlobalContext* globalCtx, SkyboxContext* skyboxCtx, s16 skyType); // func_80143324
void func_801434E4(GameState* state, SkyboxContext* skyboxCtx, s16 skyType); // func_801434E4
void func_801434E4(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType); // func_801434E4
// void func_801435A0(void);
// void func_80143624(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE1 param_5, UNK_TYPE1 param_6, UNK_TYPE1 param_7);
// void func_80143668(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);
@@ -2830,13 +2837,13 @@ u32 Sram_CalcChecksum(u8* data, u32 length);
// void func_80144E78(void);
// void func_8014546C(void);
// void func_80145698(void);
void func_801457CC(GameState* ctxt, SramContext* param_2);
void func_801457CC(GameState* gamestate, SramContext* param_2);
void func_80146580(s32 param_1, SramContext* param_2, s32 param_3);
// void func_80146628(void);
// void func_80146AA0(void);
// void func_80146DF8(void);
// void func_80146E40(void);
void Sram_Alloc(GameState* ctxt, SramContext* iParm2);
void Sram_Alloc(GameState* gamestate, SramContext* iParm2);
// void func_80146EBC(SramContext* param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3);
// void func_80146EE8(void);
// void func_80146F5C(void);
@@ -3052,10 +3059,10 @@ void func_801699D4(GlobalContext* globalCtx, s16 param_2, s16 param_3);
// void func_80169C84(void);
// void convert_scene_number_among_shared_scenes(void);
void func_80169D40(GlobalContext* globalCtx);
// void func_80169DCC(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_TYPE2 param_7);
void func_80169DCC(GlobalContext* globalCtx, s32 arg1, u16 arg2, s32 arg3, s32 arg4, Vec3f *arg5, s16 arg6);
void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2);
// void func_80169ECC(void);
// void func_80169EFC(void);
void func_80169EFC(GlobalContext* globalCtx);
// void func_80169F78(void);
// void func_80169FDC(void);
// void func_80169FFC(void);
@@ -3149,22 +3156,22 @@ void TitleSetup_Init(GameState* gameState);
void Game_UpdateFramerateVariables(s32 divisor);
void Game_SetFramerateDivisor(GameState* gameState, s32 divisor);
void GameState_SetFBFilter(Gfx** gfx, u32 arg1);
void Game_Nop80173534(GameState* ctxt);
void GameState_Draw(GameState* ctxt, GraphicsContext* gfxCtx);
void Game_Nop80173534(GameState* gamestate);
void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx);
void Game_ResetSegments(GraphicsContext* gfxCtx);
void func_801736DC(GraphicsContext* gfxCtx);
void Game_UpdateInput(GameState* ctxt);
void Game_Update(GameState* ctxt);
void Game_IncrementFrameCount(GameState* ctxt);
void Game_InitHeap(GameState* ctxt, u32 size);
void Game_ResizeHeap(GameState* ctxt, u32 size);
void Game_StateInit(GameState* ctxt, GameStateFunc gameStateInit, GraphicsContext* gfxCtx);
void Game_StateFini(GameState* ctxt);
GameStateFunc Game_GetNextStateInit(GameState* ctxt);
u32 Game_GetNextStateSize(GameState* ctxt);
u32 Game_GetShouldContinue(GameState* ctxt);
s32 Game_GetHeapFreeSize(GameState* ctxt);
s32 func_80173B48(GameState* ctxt);
void Game_UpdateInput(GameState* gamestate);
void Game_Update(GameState* gamestate);
void Game_IncrementFrameCount(GameState* gamestate);
void Game_InitHeap(GameState* gamestate, u32 size);
void Game_ResizeHeap(GameState* gamestate, u32 size);
void Game_StateInit(GameState* gamestate, GameStateFunc gameStateInit, GraphicsContext* gfxCtx);
void Game_StateFini(GameState* gamestate);
GameStateFunc Game_GetNextStateInit(GameState* gamestate);
u32 Game_GetNextStateSize(GameState* gamestate);
u32 Game_GetShouldContinue(GameState* gamestate);
s32 Game_GetHeapFreeSize(GameState* gamestate);
s32 func_80173B48(GameState* gamestate);
GameAlloc* func_80173BF0(GameAlloc* heap);
void* Gamealloc_Alloc(GameAlloc* heap, u32 size);
void Gamealloc_Free(GameAlloc* heap, void* ptr);
@@ -3173,14 +3180,14 @@ void Gamealloc_Init(GameAlloc* iParm1);
// void Graph_FaultClient(void);
void Graph_DlAlloc(TwoHeadGfxArena* dl, void* memoryBlock, u32 size);
void Graph_InitTHGA(GraphicsContext* gfxCtx);
GameStateOverlay* Graph_GetNextGameState(GameState* ctxt);
GameStateOverlay* Graph_GetNextGameState(GameState* gamestate);
void* Graph_FaultAddrConvFunc(void* addr);
void Graph_Init(GraphicsContext* gfxCtx);
// void Graph_Destroy(void);
void Graph_Render(GraphicsContext* gfxCtx, GameState* ctxt);
void Graph_FrameSetup(GameState* ctxt);
void Graph_RenderFrame(GraphicsContext* gfxCtx, GameState* ctxt);
void Graph_DoFrame(GraphicsContext* gfxCtx, GameState* ctxt);
void Graph_Render(GraphicsContext* gfxCtx, GameState* gamestate);
void Graph_FrameSetup(GameState* gamestate);
void Graph_RenderFrame(GraphicsContext* gfxCtx, GameState* gamestate);
void Graph_DoFrame(GraphicsContext* gfxCtx, GameState* gamestate);
void Graph_ThreadEntry(void* arg);
Gfx* Graph_GfxPlusOne(Gfx* gfx);
Gfx* Graph_BranchDlist(Gfx* gfx, Gfx* dst);
@@ -3381,12 +3388,12 @@ s16 Math_Atan2S(f32 opposite, f32 adjacent);
f32 Math_Atan2F(f32 opposite, f32 adjacent);
s16 Math_FAtan2F(f32 adjacent, f32 opposite);
f32 Math_Acot2F(f32 adjacent, f32 opposite);
void SysMatrix_StateAlloc(GameState* ctxt);
void SysMatrix_StateAlloc(GameState* gamestate);
void SysMatrix_StatePush(void);
void SysMatrix_StatePop(void);
void SysMatrix_CopyCurrentState(MtxF* matrix);
void SysMatrix_SetCurrentState(MtxF* matrix);
// MtxF* SysMatrix_GetCurrentState(void);
MtxF* SysMatrix_GetCurrentState(void);
void SysMatrix_InsertMatrix(MtxF* matrix, s32 appendToState);
void SysMatrix_InsertTranslation(f32 x, f32 y, f32 z, s32 appendToState);
void Matrix_Scale(f32 xScale, f32 yScale, f32 zScale, u8 appendToState);
@@ -3405,7 +3412,7 @@ RSPMatrix* SysMatrix_ToRSPMatrix(MtxF* src, RSPMatrix* dst);
RSPMatrix* SysMatrix_GetStateAsRSPMatrix(RSPMatrix* matrix);
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx);
RSPMatrix* SysMatrix_AppendStateToPolyOpaDisp(GraphicsContext* gfxCtx);
void SysMatrix_AppendToPolyOpaDisp(MtxF* ctxt, GraphicsContext* gfxCtx);
void SysMatrix_AppendToPolyOpaDisp(MtxF* mtx, GraphicsContext* gfxCtx);
void SysMatrix_MultiplyVector3fByState(Vec3f* src, Vec3f* dst);
void SysMatrix_GetStateTranslation(Vec3f* dst);
void SysMatrix_GetStateTranslationAndScaledX(f32 scale, Vec3f* dst);
@@ -3904,8 +3911,8 @@ void func_8019FAD8(Vec3f* param_1, u16 param_2, f32 param_3);
// void func_801A1D44(void);
// void func_801A1DB8(void);
// void func_801A1E0C(void);
// void func_801A1F00(void);
// void func_801A1F88(void);
void func_801A1F00(s32 arg0, s32 arg1);
void func_801A1F88(void);
// void func_801A1FB4(void);
// void func_801A2090(void);
void func_801A246C(u8 param_1, u8 param_2);
@@ -4020,7 +4027,7 @@ void func_801A7794(u32 param_1, u32 param_2, u32 param_3);
// void func_801A7B10(void);
// void func_801A7D04(void);
// void func_801A7D84(void);
// void func_801A89A8(void);
// void func_801A89A8(UNK_TYPE arg0);
// void func_801A89D0(void);
s32 func_801A8A50(s32 param1);
// void func_801A8ABC(void);
@@ -4050,6 +4057,6 @@ void nop_801AAAA0(GlobalContext* globalCtx);
// overlays
void Title_Init(TitleContext* ctxt);
void Title_Init(TitleContext* titleCtx);
#endif