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z_horse.c OK (#1245)
* func_800F3940 * func_800F3B2C, func_800F415C and func_800F41E4 * func_800F40A0 * func_800F3ED4 * func_800F3C44 * func_800F3B68 NON_MATCHING * func_800F3A64 kinda * func_800F39B4 * cleanups * import data * fix fake match * format * Scene enum * minor cleanup on data usage * Horse_RotateToPoint and ENHORSE_PARAMS * scene setup index Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> * fix merge * z64horse.h * Renames * and even more renames * format * fix * review * Horse_IsActive * review * bss * fix * remove comments * Update src/code/z_horse.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review * Update src/code/z_horse.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review --------- Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
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@@ -1069,17 +1069,6 @@ u16 QuestHint_GetTatlTextId(PlayState* play);
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u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet);
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s32 func_800F3940(PlayState* play);
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// void func_800F39B4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
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// void func_800F3A64(void);
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void func_800F3B2C(PlayState* play);
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// void func_800F3B68(void);
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// void func_800F3C44(void);
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// void func_800F3ED4(void);
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void func_800F40A0(GameState* gameState, Player* player);
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void func_800F415C(Actor* actor, Vec3f* arg1, s16 arg2);
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UNK_TYPE func_800F41E4(PlayState* play, ActorContext* actorCtx);
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void func_800F4A10(PlayState* play);
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void KaleidoSetup_Update(PlayState* play);
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void KaleidoSetup_Init(PlayState* play);
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+1
-19
@@ -419,21 +419,7 @@ extern u8 gOpeningEntranceIndex;
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extern ActorCutscene sGlobalCutsceneList[8];
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extern GameStateOverlay gGameStateOverlayTable[];
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extern s32 gGraphNumGameStates;
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// extern UNK_TYPE2 D_801BDA70;
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// extern UNK_TYPE2 D_801BDA74;
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// extern UNK_TYPE2 D_801BDA78;
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// extern UNK_TYPE2 D_801BDA7C;
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extern s32 D_801BDA9C;
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extern UNK_TYPE4 D_801BDAA0;
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extern s32 D_801BDAA4;
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// extern UNK_TYPE2 D_801BDAA8;
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// extern UNK_TYPE2 D_801BDAAA;
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// extern UNK_TYPE2 D_801BDAAC;
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// extern UNK_TYPE2 D_801BDAAE;
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// extern UNK_TYPE2 D_801BDAB0;
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// extern UNK_TYPE2 D_801BDAB2;
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// extern UNK_TYPE2 D_801BDAB4;
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// extern UNK_TYPE2 D_801BDAB6;
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// extern UNK_TYPE4 D_801BDAC0;
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// extern UNK_TYPE4 D_801BDAC4;
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// extern UNK_TYPE4 D_801BDAC8;
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@@ -1605,10 +1591,6 @@ extern f32 D_801DD774;
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extern f32 D_801DD780;
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extern f32 D_801DD7B0;
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extern f32 D_801DD7C0;
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extern f32 D_801DD7E0;
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extern f32 D_801DD7E4;
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extern f32 D_801DD7E8;
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extern f32 D_801DD7EC;
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// extern UNK_TYPE2 D_801DD880;
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// extern UNK_TYPE1 D_801DD8E0;
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// extern UNK_TYPE4 D_801DD900;
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@@ -0,0 +1,21 @@
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#ifndef Z64_HORSE_H
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#define Z64_HORSE_H
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#include "ultra64.h"
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#include "z64.h"
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s32 Horse_GetJumpingFencePathIndex(PlayState* play);
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s32 Horse_CopyPointFromPathList(PlayState* play, s32 pathIndex, s32 pointIndex, Vec3s* dst, s16* arg4);
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s32 Horse_IsValidSpawn(s16 sceneId);
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void Horse_ResetHorseData(PlayState* play);
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void Horse_Spawn(PlayState* play, Player* player);
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void Horse_RotateToPoint(Actor* actor, Vec3f* pos, s16 turnYaw);
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s32 Horse_IsActive(PlayState* play, ActorContext* actorCtx);
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extern s32 gHorseIsMounted;
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extern s32 D_801BDAA0;
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extern s32 gHorsePlayedEponasSong;
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#endif
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