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General Cleanup 2 (#1538)
* Cleanup * Cleanup variables.h * Cleanup fault headers * Some includes/headers cleanup * Libultra btn wrappers * Mark differences to original libultra headers * Remove duplicate include in fault * format * Update include/PR/os_voice.h Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> * align --------- Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
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-23
@@ -2,35 +2,20 @@
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* File: z_actor.c
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* Description:
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*/
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#include "z64actor.h"
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#include "prevent_bss_reordering.h"
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#include "fault.h"
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#include "sys_cfb.h"
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#include "loadfragment.h"
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#include "z64horse.h"
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#include "z64malloc.h"
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#include "z64quake.h"
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#include "z64rumble.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "overlays/actors/ovl_En_Box/z_en_box.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_bdoor/object_bdoor.h"
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// bss
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// Variables are put before most headers as a hacky way to bypass bss reordering
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FaultClient sActorFaultClient; // 2 funcs
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CollisionPoly* D_801ED8B0; // 1 func
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s32 D_801ED8B4; // 2 funcs
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struct CollisionPoly* D_801ED8B0; // 1 func
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s32 D_801ED8B4; // 2 funcs
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Actor* sTargetableNearestActor;
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Actor* sTargetablePrioritizedActor;
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Actor* D_801ED8C0;
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Actor* D_801ED8C4;
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struct Actor* sTargetableNearestActor;
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struct Actor* sTargetablePrioritizedActor;
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struct Actor* D_801ED8C0;
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struct Actor* D_801ED8C4;
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f32 sTargetableNearestActorDistSq;
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f32 sBgmEnemyDistSq;
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@@ -41,7 +26,22 @@ s16 sTargetPlayerRotY;
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Mtx sActorHiliteMtx;
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Actor* D_801ED920; // 2 funcs. 1 out of z_actor
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struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
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#include "z64actor.h"
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#include "z64horse.h"
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#include "z64malloc.h"
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#include "z64quake.h"
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#include "z64rumble.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "overlays/actors/ovl_En_Box/z_en_box.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_bdoor/object_bdoor.h"
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#define ACTOR_AUDIO_FLAG_SFX_ACTOR_POS (1 << 0)
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#define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 1)
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