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Rename LinkAnimation to PlayerAnimation
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+21
-22
@@ -2036,7 +2036,9 @@ s32 Entrance_GetSceneId(u16 entrance);
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s32 Entrance_GetSceneIdAbsolute(u16 entrance);
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s32 Entrance_GetSpawnNum(u16 entrance);
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s32 Entrance_GetTransitionFlags(u16 entrance);
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s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
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void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod, Mtx** mtx);
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@@ -2063,7 +2065,7 @@ void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(PlayState* play);
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void AnimationContext_DisableQueue(PlayState* play);
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AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type);
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void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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@@ -2076,29 +2078,25 @@ void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
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void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
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void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime);
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s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime);
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s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime);
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed);
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void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed);
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void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
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void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
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void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
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void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void LinkAnimation_EndLoop(SkelAnime* skelAnime);
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
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void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
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s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate);
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s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
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@@ -2126,6 +2124,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
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void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
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void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
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