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ovl_En_Door docs pass (#1603)
* DoorScheduleResult * actionVar * DOOR_DL_ * enums * ENDOOR_TYPE_SCHEDULE and related stuff * Name some functions and start figuring out stuff * defines * start documenting schedules * Name Inn doors * More door schedule naming * ajar * Name remaining schedule types * parameters diagram and some cleanups * Name renaiming types * format * rename some schedules * Use more static_assert * name anims * yeet unrelated stuff * requestOpen * Yeet DoorScheduleResult * whoops * stuff i missed * Update src/overlays/actors/ovl_En_Door/scheduleScripts.schl Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Door/z_en_door.h Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Door/z_en_door.h Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review * Update src/overlays/actors/ovl_En_Pm/z_en_pm.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/code/z_sub_s.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review * FindScheduleDoor --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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@@ -30,6 +30,7 @@ struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
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#include "z64actor.h"
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#include "z64door.h"
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#include "z64circle_tex.h"
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#include "z64horse.h"
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#include "z64malloc.h"
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@@ -3428,7 +3429,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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if (Actor_SpawnAsChildAndCutscene(actorCtx, play, transitionActorList->id & 0x1FFF,
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transitionActorList->pos.x, transitionActorList->pos.y,
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transitionActorList->pos.z, 0, rotY, 0,
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(i << 0xA) + (transitionActorList->params & 0x3FF),
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TRANSITION_ACTOR_PARAMS(i, transitionActorList->params),
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transitionActorList->rotY & 0x7F, HALFDAYBIT_ALL, 0) != NULL) {
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transitionActorList->id = -transitionActorList->id;
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}
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