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Add a z64play.h header (#1646)
* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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@@ -264,57 +264,6 @@ void Inventory_IncrementSkullTokenCount(s16 sceneIndex);
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s16 Inventory_GetSkullTokenCount(s16 sceneIndex);
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void Inventory_SaveLotteryCodeGuess(PlayState* play);
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void Play_SetMotionBlurAlpha(u32 alpha);
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void Play_EnableMotionBlur(u32 alpha);
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void Play_DisableMotionBlur(void);
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void Play_SetMotionBlurPriorityAlpha(u32 alpha);
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void Play_EnableMotionBlurPriority(u32 alpha);
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void Play_DisableMotionBlurPriority(void);
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void Play_TriggerPictoPhoto(void);
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
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void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
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void Play_Update(PlayState* this);
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void Play_Draw(PlayState* this);
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void Play_Main(GameState* thisx);
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bool Play_InCsMode(PlayState* this);
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f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
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void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* entry);
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void Play_InitEnvironment(PlayState* this, s16 skyboxId);
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void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_GetActiveCamId(PlayState* this);
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s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
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void func_80169AFC(PlayState* this, s16 camId, s16 timer);
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u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex);
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s16 Play_GetOriginalSceneId(s16 sceneId);
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void Play_SaveCycleSceneFlags(GameState* thisx);
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void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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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 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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s32 Play_IsDebugCamEnabled(void);
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void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
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void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
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void Play_Init(GameState* thisx);
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void Graph_FaultClient(void);
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void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);
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