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Player Docs: public facing csAction things (#1561)
* name public csAction functions * format * adjust function comment * format
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+2
-2
@@ -375,8 +375,8 @@ void func_8002DE74(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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int func_8002DEEC(Player* player);
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void func_8002DF18(PlayState* play, Player* player);
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction);
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction);
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s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
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void func_8002DF90(DynaPolyActor* dynaActor);
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void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play);
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@@ -402,7 +402,7 @@ typedef struct PlayState {
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/* 0x11D44 */ int (*isPlayerDroppingFish)(struct PlayState* play);
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/* 0x11D48 */ s32 (*startPlayerFishing)(struct PlayState* play);
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/* 0x11D4C */ s32 (*grabPlayer)(struct PlayState* play, Player* player);
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/* 0x11D50 */ s32 (*startPlayerCutscene)(struct PlayState* play, Actor* actor, s32 csAction);
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/* 0x11D50 */ s32 (*tryPlayerCsAction)(struct PlayState* play, Actor* actor, s32 csAction);
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/* 0x11D54 */ void (*func_11D54)(Player* player, struct PlayState* play);
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/* 0x11D58 */ s32 (*damagePlayer)(struct PlayState* play, s32 damage);
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/* 0x11D5C */ void (*talkWithPlayer)(struct PlayState* play, Actor* actor);
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+1
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@@ -726,7 +726,7 @@ typedef struct Player {
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/* 0x0445 */ u8 prevCsAction;
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/* 0x0446 */ u8 cueId;
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/* 0x0447 */ u8 unk_447;
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/* 0x0448 */ Actor* unk_448;
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/* 0x0448 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
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/* 0x044C */ char unk_44C[0x004];
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/* 0x0450 */ Vec3f unk_450;
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/* 0x045C */ Vec3f unk_45C;
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