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match Play_Main thanks to debug
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+3
-3
@@ -1335,7 +1335,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
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s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos);
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void SaveContext_Init(void);
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void GameInfo_Init(void);
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// void DebugDisplay_Init(void);
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void DebugDisplay_Init(void);
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DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX, f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, GraphicsContext* gfxCtx);
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// void func_800E9C90(void);
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// void func_800E9CA0(s32 param_1, UNK_TYPE1 param_2, s8* param_3);
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@@ -1382,11 +1382,11 @@ s16 func_800F1460(s16 param_1);
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ActorCutscene* ActorCutscene_GetCutsceneImpl(s16 index);
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void ActorCutscene_Init(PlayState* play, ActorCutscene* cutscenes, s32 num);
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void func_800F15D8(Camera* camera);
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// void ActorCutscene_ClearWaiting(void);
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void ActorCutscene_ClearWaiting(void);
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// void ActorCutscene_ClearNextCutscenes(void);
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// void ActorCutscene_MarkNextCutscenes(void);
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// void ActorCutscene_End(void);
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// void ActorCutscene_Update(void);
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s16 ActorCutscene_Update(void);
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void ActorCutscene_SetIntentToPlay(s16 index);
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s16 ActorCutscene_GetCanPlayNext(s16 index);
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s16 ActorCutscene_StartAndSetUnkLinkFields(s16 index, Actor* actor);
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