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DynaPoly Docs Pass (#1194)
* dyna docs * init flags * more docs * cleanup * partial PR review * another bracket * hold to press * PR cleanup
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-18
@@ -776,25 +776,25 @@ void* ActorOverlayTable_FaultAddrConv(void* address, void* param);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId);
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u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
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void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_AttachCarriedActor(CollisionContext* colCtx, Actor* carriedActor, s32 bgId);
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u32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
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void DynaPolyActor_LoadMesh(PlayState* play, DynaPolyActor* dynaActor, CollisionHeader* meshHeader);
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void DynaPolyActor_ResetState(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 bgId);
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void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 bgId);
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void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor);
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 bgId);
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void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 bgId);
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void DynaPolyActor_SetActorOnSwitch(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnHeavySwitch(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsSwitchPressed(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsHeavySwitchPressed(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_ValidateMove(PlayState* play, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius, s16 startHeight);
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Camera* Camera_Alloc(View* view, CollisionContext* bg, PlayState* play);
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