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Player Docs: public facing csAction things (#1459)
* public cs * comments
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@@ -213,7 +213,7 @@ void CutsceneManager_End(void) {
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sCutsceneMgr.targetActor->flags &= ~ACTOR_FLAG_100000;
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// fallthrough
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case CS_START_1:
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
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sCutsceneMgr.startMethod = CS_START_0;
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break;
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@@ -344,7 +344,7 @@ s16 CutsceneManager_StartWithPlayerCs(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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@@ -360,7 +360,7 @@ s16 CutsceneManager_StartWithPlayerCsAndSetFlag(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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