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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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-5
@@ -1,12 +1,11 @@
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#include "z64lib.h"
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#include "ichain.h"
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#include "libc64/qrand.h"
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#include "main.h"
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#include "ichain.h"
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#include "sfx.h"
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#include "z64actor.h"
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#include "z64game.h"
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#include "functions.h"
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#include "macros.h"
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void* Lib_MemCpy(void* dest, void* src, size_t size) {
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bcopy(src, dest, size);
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@@ -453,7 +452,7 @@ void (*sInitChainHandlers[])(u8* ptr, InitChainEntry* ichain) = {
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IChain_Apply_Vec3f, IChain_Apply_Vec3fdiv1000, IChain_Apply_Vec3s,
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};
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void Actor_ProcessInitChain(Actor* actor, InitChainEntry* ichain) {
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void Actor_ProcessInitChain(struct Actor* actor, InitChainEntry* ichain) {
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do {
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sInitChainHandlers[ichain->type]((u8*)actor, ichain);
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} while ((ichain++)->cont);
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