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Struct Returns (#1466)
* change args * more funcs * cleanup * play cleanup * missed a file * weird warnings * missed some * fix func from honotrap
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+17
-17
@@ -328,9 +328,9 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
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Hilite* Hilite_DrawOpa(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
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void func_800B8050(Actor* actor, PlayState* play, s32 flag);
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void func_800B8118(Actor* actor, PlayState* play, s32 flag);
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PosRot* Actor_GetFocus(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor);
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PosRot Actor_GetFocus(Actor* actor);
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PosRot Actor_GetWorld(Actor* actor);
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PosRot Actor_GetWorldPosShapeRot(Actor* actor);
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s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash);
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s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
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@@ -479,10 +479,10 @@ s32 Camera_CheckValidMode(Camera* camera, s16 mode);
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s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
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s32 Camera_ChangeSetting(Camera* camera, s16 setting);
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s32 Camera_ChangeActorCsCamIndex(Camera* camera, s32 bgCamIndex);
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Vec3s* Camera_GetInputDir(Vec3s* dst, Camera* camera);
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Vec3s Camera_GetInputDir(Camera* camera);
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s16 Camera_GetInputDirPitch(Camera* camera);
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s16 Camera_GetInputDirYaw(Camera* camera);
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Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
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Vec3s Camera_GetCamDir(Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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s16 Camera_GetCamDirYaw(Camera* camera);
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s32 Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown);
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@@ -494,7 +494,7 @@ s16 Camera_UnsetStateFlag(Camera* camera, s16 flags);
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2, s16 timer3);
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s32 Camera_Copy(Camera* dstCam, Camera* srcCam);
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s32 Camera_IsDbgCamEnabled(void);
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Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
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Vec3f Camera_GetQuakeOffset(Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3);
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s32 Camera_GetNegOne(void);
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s16 func_800E0238(Camera* camera);
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@@ -757,17 +757,17 @@ f32 OLib_Vec3fDistOutDiff(Vec3f* a, Vec3f* b, Vec3f* dest);
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f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b);
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f32 OLib_ClampMinDist(f32 val, f32 min);
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f32 OLib_ClampMaxDist(f32 val, f32 max);
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Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph);
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Vec3f* OLib_VecGeoToVec3f(Vec3f* dest, VecGeo* geo);
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VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
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VecGeo* OLib_Vec3fToVecGeo(VecGeo* dest, Vec3f* vec);
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VecSph* OLib_Vec3fDiffToVecSph(VecSph* dest, Vec3f* a, Vec3f* b);
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VecGeo* OLib_Vec3fDiffToVecGeo(VecGeo* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo);
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Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_Vec3fDiffDegF(Vec3f* dest, Vec3f* a, Vec3f* b);
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Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b);
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Vec3f OLib_Vec3fDistNormalize(Vec3f* a, Vec3f* b);
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Vec3f OLib_VecSphToVec3f(VecSph* sph);
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Vec3f OLib_VecGeoToVec3f(VecGeo* geo);
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VecSph OLib_Vec3fToVecSph(Vec3f* vec);
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VecGeo OLib_Vec3fToVecGeo(Vec3f* vec);
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VecSph OLib_Vec3fDiffToVecSph(Vec3f* a, Vec3f* b);
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VecGeo OLib_Vec3fDiffToVecGeo(Vec3f* a, Vec3f* b);
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Vec3f OLib_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo);
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Vec3f OLib_Vec3fDiffRad(Vec3f* a, Vec3f* b);
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Vec3f OLib_Vec3fDiffDegF(Vec3f* a, Vec3f* b);
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Vec3s OLib_Vec3fDiffBinAng(Vec3f* a, Vec3f* b);
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void OLib_Vec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode);
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void OLib_Vec3fAdd(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode);
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