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Some functions from z_actor.c (#5)
* Decompiled some functions from z_actor.c * More functions * Coding style * Minor fixes
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+6
-6
@@ -698,7 +698,7 @@ u32 Actor_GetRoomCleared(GlobalContext* ctxt, u32 roomNumber); // func_800B5CC4
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void Actor_SetRoomCleared(GlobalContext* ctxt, u32 roomNumber); // func_800B5CDC
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void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber); // func_800B5CF8
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u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D18
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void Actor_SetRoomClearedTemp(GlobalContext* ctxt, unsigned int roomNumber); // func_800B5D30
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void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D30
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void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D4C
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u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5D6C
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u32 Actor_SetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5DB0
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@@ -735,12 +735,12 @@ void Actor_SetVelocityXYRotationReverse(Actor* actor); // func_800B6B50
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void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor); // func_800B6BD8
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void func_800B6C04(Actor* actor, float fParm2); // func_800B6C04
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void func_800B6C58(Actor* actor, UNK_TYPE4 param_2); // func_800B6C58
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s32 Actor_YawBetweenActors(Actor* from, Actor* to); // func_800B6CD4
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s16 Actor_YawBetweenActors(Actor* from, Actor* to); // func_800B6CD4
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s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to); // func_800B6D00
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s32 Actor_YawToPoint(Actor* actor, Vector3f* point); // func_800B6D2C
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s32 Actor_PitchBetweenActors(Actor* from, Actor* to); // func_800B6D50
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s32 Actor_PitchBetweenActorsTop(Actor* from, Actor* to); // func_800B6D7C
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s32 Actor_PitchToPoint(Actor* actor, Vector3f* point); // func_800B6DA8
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s16 Actor_YawToPoint(Actor* actor, Vector3f* point); // func_800B6D2C
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s16 Actor_PitchBetweenActors(Actor* from, Actor* to); // func_800B6D50
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s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to); // func_800B6D7C
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s16 Actor_PitchToPoint(Actor* actor, Vector3f* point); // func_800B6DA8
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f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2); // func_800B6DCC
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f32 Actor_DistanceToPoint(Actor* actor, Vector3f* point); // func_800B6DF8
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f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2); // func_800B6E1C
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+1
-1
@@ -2208,7 +2208,7 @@ struct Actor {
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/* 0x008 */ PosRot initPosRot;
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/* 0x01C */ s16 variable;
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/* 0x01E */ s8 objectIndex;
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/* 0x01F */ UNK_TYPE1 pad1F[0x1];
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/* 0x01F */ UNK_TYPE1 unk1F;
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/* 0x020 */ s16 unk20;
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/* 0x022 */ UNK_TYPE1 pad22[0x2];
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/* 0x024 */ PosRot currPosRot;
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