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Some Gameplay keep docs (starts at the top) (#1310)
* bottles * hookshot * swords * masks * remove _tex from outnames * Headers * 003400 Vtx * unknown mask * LinkMask name based on renders
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@@ -2529,9 +2529,9 @@ Gfx* D_801C0B20[] = {
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object_mask_bakuretu_DL_0005C0, // PLAYER_MASK_BLAST
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object_mask_bu_san_DL_000710, // PLAYER_MASK_SCENTS
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object_mask_kyojin_DL_000380, // PLAYER_MASK_GIANT
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gameplay_keep_DL_00B260, // PLAYER_MASK_FIERCE_DEITY
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gameplay_keep_DL_005A10, // PLAYER_MASK_GORON
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gameplay_keep_DL_005360, // PLAYER_MASK_ZORA
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gFierceDeityMaskDL, // PLAYER_MASK_FIERCE_DEITY
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gGoronMaskDL, // PLAYER_MASK_GORON
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gZoraMaskDL, // PLAYER_MASK_ZORA
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gDekuMaskDL, // PLAYER_MASK_DEKU
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object_mask_boy_DL_000900,
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object_mask_goron_DL_0014A0,
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@@ -3322,10 +3322,10 @@ s32 func_80128640(PlayState* play, Player* player, Gfx* dlist) {
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Color_RGB8* bottleColor = &sPlayerBottleColors[bottle];
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gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_000320);
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gSPDisplayList(POLY_XLU_DISP++, gBottleContentsDL);
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}
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0003E0);
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gSPDisplayList(POLY_XLU_DISP++, gBottleGlassDL);
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Matrix_Pop();
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