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Match func_80142440 (z_vr_box.c OK) (#1127)
* match func_80142440 * run full formatter * docs and cleanup * PR Suggestions
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@@ -2183,11 +2183,12 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp);
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void func_801420C0(void* arg0);
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void func_801420F4(void* arg0);
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void func_80142100(void* arg0, Gfx** gfx, u32 arg2);
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s32 func_80142440(SkyboxContext* skyboxCtx, Vtx* vtx, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7, s32 arg8);
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s32 func_80142440(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7, s32 arg8);
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void func_80143148(SkyboxContext* skyboxCtx, s32 arg1);
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void func_801431E8(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyType);
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void func_80143324(PlayState* play, SkyboxContext* skyboxCtx, s16 skyType);
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void func_801434E4(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyType);
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void Skybox_Setup(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyboxId);
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void func_80143324(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId);
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void Skybox_Init(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyboxId);
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Mtx* SkyboxDraw_UpdateMatrix(SkyboxContext* skyboxCtx, f32 x, f32 y, f32 z);
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void SkyboxDraw_SetColors(SkyboxContext* skyboxCtx, u8 primR, u8 primG, u8 primB, u8 envR, u8 envG, u8 envB);
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void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z);
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