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Documentation pass for the Target system (#1281)
* cleanup * import bss * sActorHiliteMtx * some cleanups on func_800BB604 * Actor_IsInTargetableRange * rematch func_800BB604 Co-authored-by: engineer124 <engineer124engineer124@gmail.com> * Name ACTOR_FLAG_UNFRIENDLY and ACTOR_FLAG_FRIENDLY * Rename some Target_ functions * cleanusp * TargetMode enum * Target_800B82EC * sNaming * more * more naming * fairyHintPos * rotation * ACTOR_FLAG_TARGETABLE * update namefixer * remove trailing comma * bss * Wall of text for Target_800BB604 * function naming * cleanups * Target_GetAdjustedDistSq * NotLeash * more comments * minor comment * review * fix * rotZTick * review * name last members * fix * review * review * more namefixer * swap members * comment * Update src/code/z_actor.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/code/z_actor.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review * format * Update src/code/z_actor.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update include/z64actor.h Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review * review * fix * fix --------- Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
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+3
-3
@@ -477,7 +477,7 @@ void func_800B4AEC(PlayState* play, Actor* actor, f32 y);
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void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play);
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void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
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void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play);
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void Target_Draw(TargetContext* targetCtx, PlayState* play);
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s32 Flags_GetSwitch(PlayState* play, s32 flag);
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void Flags_SetSwitch(PlayState* play, s32 flag);
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@@ -558,7 +558,7 @@ PosRot* Actor_GetFocus(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor);
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s32 func_800B83F8(Actor* actor, Player* player, s32 flag);
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s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash);
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s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
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s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemAction);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, PlayerItemAction exchangeItemAction);
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@@ -1119,7 +1119,7 @@ void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
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void func_80123C58(Player* player);
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void Player_SetEquipmentData(PlayState* play, Player* player);
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void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
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void func_80123DA4(Player* player);
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void Player_Untarget(Player* player);
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void func_80123DC0(Player* player);
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void func_80123E90(PlayState* play, Actor* actor);
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s32 func_80123F2C(PlayState* play, s32 ammo);
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