mirror of
https://github.com/zeldaret/oot
synced 2026-09-01 09:43:06 -04:00
Format script improvements and use strict name checks (#1275)
* Prioritize using clang-tidy 6 and improve format.sh * Use clang-tidy-6.0 when available since it's better at applying 'readability-inconsistent-declaration-parameter-name' * Add -m32 and -Wno-everything to compiler options to avoid unwanted errors and warnings * Remove -fsyntax-only since it serves no purpose in the context of clang-tidy * Apply clang-tidy fixes for argument names * Run format.sh again * Use 'Strict' option instead of relying on clang-tidy 6 * Run format script * Add --fix-notes to clang-tidy options for version 13+
This commit is contained in:
+57
-57
@@ -795,7 +795,7 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* actorPos);
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void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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@@ -842,7 +842,7 @@ void func_8006D0EC(PlayState* play, Player* player);
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void func_8006D684(PlayState* play, Player* player);
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void func_8006DC68(PlayState* play, Player* player);
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void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
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s32 Jpeg_Decode(void* data, void* zbuffer, void* workBuff, u32 workSize);
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s32 Jpeg_Decode(void* data, void* zbuffer, void* work, u32 workSize);
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void KaleidoSetup_Update(PlayState* play);
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void KaleidoSetup_Init(PlayState* play);
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void KaleidoSetup_Destroy(PlayState* play);
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@@ -853,7 +853,7 @@ void Font_LoadOrderedFont(Font* font);
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s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
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u16 Environment_GetPixelDepth(s32 x, s32 y);
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void Environment_GraphCallback(GraphicsContext* gfxCtx, void* param);
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void Environment_Init(PlayState* play, EnvironmentContext* envCtx, s32 unused);
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void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused);
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u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
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u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
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f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
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@@ -986,8 +986,8 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
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VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec);
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VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
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s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 camId);
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s16 OnePointCutscene_EndCutscene(PlayState* play, s16 camId);
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s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
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s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
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s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
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s32 OnePointCutscene_AttentionSetSfx(PlayState* play, Actor* actor, s32 sfxId);
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void OnePointCutscene_EnableAttention(void);
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@@ -1099,7 +1099,7 @@ s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_GetFreeIndex(void);
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QuakeRequest* Quake_AddImpl(Camera* cam, u32 callbackIdx);
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QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx);
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void Quake_Remove(QuakeRequest* req);
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QuakeRequest* Quake_GetRequest(s16 idx);
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QuakeRequest* Quake_SetValue(s16 idx, s16 valueType, s16 value);
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@@ -1109,7 +1109,7 @@ s16 Quake_GetCountdown(s16 idx);
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u32 Quake_SetQuakeValues(s16 idx, s16 y, s16 x, s16 zoom, s16 rotZ);
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u32 Quake_SetUnkValues(s16 idx, s16 arg1, SubQuakeRequest14 arg2);
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void Quake_Init(void);
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s16 Quake_Add(Camera* cam, u32 callbackIdx);
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s16 Quake_Add(Camera* camera, u32 callbackIdx);
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u32 Quake_RemoveFromIdx(s16 idx);
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s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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@@ -1289,7 +1289,7 @@ s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor,
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void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
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void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
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void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest);
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void SkinMatrix_GetClear(MtxF** mf);
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void SkinMatrix_GetClear(MtxF** mfp);
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void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
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s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
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void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
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@@ -1305,10 +1305,10 @@ void Sram_InitNewSave(void);
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void Sram_InitDebugSave(void);
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void Sram_OpenSave(SramContext* sramCtx);
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void Sram_WriteSave(SramContext* sramCtx);
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void Sram_VerifyAndLoadAllSaves(FileChooseContext* fileChoose, SramContext* sramCtx);
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void Sram_InitSave(FileChooseContext* fileChoose, SramContext* sramCtx);
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void Sram_EraseSave(FileChooseContext* fileChoose, SramContext* sramCtx);
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void Sram_CopySave(FileChooseContext* fileChoose, SramContext* sramCtx);
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void Sram_VerifyAndLoadAllSaves(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
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void Sram_InitSave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
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void Sram_EraseSave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
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void Sram_CopySave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
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void Sram_WriteSramHeader(SramContext* sramCtx);
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void Sram_InitSram(GameState* gameState, SramContext* sramCtx);
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void Sram_Alloc(GameState* gameState, SramContext* sramCtx);
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@@ -1329,8 +1329,8 @@ void func_800AA178(u32);
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View* View_New(GraphicsContext* gfxCtx);
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void View_Free(View* view);
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void View_Init(View*, GraphicsContext*);
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void View_LookAt(View* view, Vec3f* eye, Vec3f* lookAt, Vec3f* up);
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void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* lookAt, Vec3f* up);
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void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
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void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
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void View_SetScale(View* view, f32 scale);
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void View_GetScale(View* view, f32* scale);
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void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar);
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@@ -1350,9 +1350,9 @@ void View_Apply(View* view, s32 mask);
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s32 View_ApplyOrthoToOverlay(View* view);
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s32 View_ApplyPerspectiveToOverlay(View* view);
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s32 View_UpdateViewingMatrix(View* view);
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s32 View_ApplyTo(View* view, s32 mask, Gfx** p);
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s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxp);
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s32 View_ErrorCheckEyePosition(f32 eyeX, f32 eyeY, f32 eyeZ);
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void ViMode_LogPrint(OSViMode* viMode);
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void ViMode_LogPrint(OSViMode* osViMode);
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void ViMode_Configure(ViMode* viMode, s32 mode, s32 type, s32 unk_70, s32 unk_74, s32 unk_78, s32 unk_7C, s32 width,
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s32 height, s32 unk_left, s32 unk_right, s32 unk_top, s32 unk_bottom);
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void ViMode_Save(ViMode* viMode);
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@@ -1382,22 +1382,22 @@ TransitionUnk* TransitionUnk_Init(TransitionUnk* this, s32 row, s32 col);
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void TransitionUnk_SetData(TransitionUnk* this);
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void TransitionUnk_Draw(TransitionUnk* this, Gfx**);
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void func_800B23E8(TransitionUnk* this);
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void TransitionTriforce_Start(void* this);
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void* TransitionTriforce_Init(void* this);
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void TransitionTriforce_Destroy(void* this);
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void TransitionTriforce_Update(void* this, s32 updateRate);
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void TransitionTriforce_SetColor(void* this, u32 color);
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void TransitionTriforce_SetType(void* this, s32 type);
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void TransitionTriforce_Draw(void* this, Gfx** gfxP);
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s32 TransitionTriforce_IsDone(void* this);
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void TransitionWipe_Start(void* this);
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void* TransitionWipe_Init(void* this);
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void TransitionWipe_Destroy(void* this);
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void TransitionWipe_Update(void* this, s32 updateRate);
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void TransitionWipe_Draw(void* this, Gfx** gfxP);
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s32 TransitionWipe_IsDone(void* this);
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void TransitionWipe_SetType(void* this, s32 type);
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void TransitionWipe_SetColor(void* this, u32 color);
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void TransitionTriforce_Start(void* thisx);
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void* TransitionTriforce_Init(void* thisx);
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void TransitionTriforce_Destroy(void* thisx);
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void TransitionTriforce_Update(void* thisx, s32 updateRate);
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void TransitionTriforce_SetColor(void* thisx, u32 color);
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void TransitionTriforce_SetType(void* thisx, s32 type);
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void TransitionTriforce_Draw(void* thisx, Gfx** gfxP);
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s32 TransitionTriforce_IsDone(void* thisx);
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void TransitionWipe_Start(void* thisx);
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void* TransitionWipe_Init(void* thisx);
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void TransitionWipe_Destroy(void* thisx);
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void TransitionWipe_Update(void* thisx, s32 updateRate);
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void TransitionWipe_Draw(void* thisx, Gfx** gfxP);
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s32 TransitionWipe_IsDone(void* thisx);
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void TransitionWipe_SetType(void* thisx, s32 type);
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void TransitionWipe_SetColor(void* thisx, u32 color);
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void TransitionCircle_Start(void* thisx);
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void* TransitionCircle_Init(void* thisx);
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void TransitionCircle_Destroy(void* thisx);
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@@ -1406,15 +1406,15 @@ void TransitionCircle_Draw(void* thisx, Gfx** gfxP);
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s32 TransitionCircle_IsDone(void* thisx);
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void TransitionCircle_SetType(void* thisx, s32 type);
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void TransitionCircle_SetColor(void* thisx, u32 color);
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void TransitionCircle_SetUnkColor(void* thisx, u32 color);
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void TransitionFade_Start(void* this);
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void* TransitionFade_Init(void* this);
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void TransitionFade_Destroy(void* this);
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void TransitionFade_Update(void* this, s32 updateRate);
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void TransitionFade_Draw(void* this, Gfx** gfxP);
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s32 TransitionFade_IsDone(void* this);
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void TransitionFade_SetColor(void* this, u32 color);
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void TransitionFade_SetType(void* this, s32 type);
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void TransitionCircle_SetUnkColor(void* thisx, u32 unkColor);
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void TransitionFade_Start(void* thisx);
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void* TransitionFade_Init(void* thisx);
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void TransitionFade_Destroy(void* thisx);
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void TransitionFade_Update(void* thisx, s32 updateRate);
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void TransitionFade_Draw(void* thisx, Gfx** gfxP);
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s32 TransitionFade_IsDone(void* thisx);
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void TransitionFade_SetColor(void* thisx, u32 color);
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void TransitionFade_SetType(void* thisx, s32 type);
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void ShrinkWindow_SetVal(s32 value);
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u32 ShrinkWindow_GetVal(void);
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void ShrinkWindow_SetCurrentVal(s32 currentVal);
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@@ -1612,21 +1612,21 @@ void ListAlloc_Free(ListAlloc* this, void* data);
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void ListAlloc_FreeAll(ListAlloc* this);
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void Main_LogSystemHeap(void);
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void Main(void* arg);
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OSMesgQueue* PadMgr_LockSerialMesgQueue(PadMgr* padmgr);
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void PadMgr_UnlockSerialMesgQueue(PadMgr* padmgr, OSMesgQueue* serialEventQueue);
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void PadMgr_LockPadData(PadMgr* padmgr);
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void PadMgr_UnlockPadData(PadMgr* padmgr);
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void PadMgr_RumbleControl(PadMgr* padmgr);
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void PadMgr_RumbleStop(PadMgr* padmgr);
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void PadMgr_RumbleReset(PadMgr* padmgr);
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void PadMgr_RumbleSet(PadMgr* padmgr, u8* ctrlrRumbles);
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void PadMgr_ProcessInputs(PadMgr* padmgr);
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void PadMgr_HandleRetraceMsg(PadMgr* padmgr);
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void PadMgr_HandlePreNMI(PadMgr* padmgr);
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OSMesgQueue* PadMgr_LockSerialMesgQueue(PadMgr* padMgr);
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void PadMgr_UnlockSerialMesgQueue(PadMgr* padMgr, OSMesgQueue* serialEventQueue);
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void PadMgr_LockPadData(PadMgr* padMgr);
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void PadMgr_UnlockPadData(PadMgr* padMgr);
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void PadMgr_RumbleControl(PadMgr* padMgr);
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void PadMgr_RumbleStop(PadMgr* padMgr);
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void PadMgr_RumbleReset(PadMgr* padMgr);
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void PadMgr_RumbleSet(PadMgr* padMgr, u8* ctrlrRumbles);
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void PadMgr_ProcessInputs(PadMgr* padMgr);
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void PadMgr_HandleRetraceMsg(PadMgr* padMgr);
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void PadMgr_HandlePreNMI(PadMgr* padMgr);
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// This function must remain commented out, because it is called incorrectly in
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// fault.c (actual bug in game), and the compiler notices and won't compile it
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// void PadMgr_RequestPadData(PadMgr* padmgr, Input* inputs, s32 mode);
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void PadMgr_Init(PadMgr* padmgr, OSMesgQueue* serialEventQueue, IrqMgr* irqMgr, OSId id, OSPri priority, void* stack);
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void PadMgr_Init(PadMgr* padMgr, OSMesgQueue* serialEventQueue, IrqMgr* irqMgr, OSId id, OSPri priority, void* stack);
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void SpeedMeter_InitImpl(SpeedMeter* this, u32 arg1, u32 y);
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void SpeedMeter_Init(SpeedMeter* this);
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void SpeedMeter_Destroy(SpeedMeter* this);
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@@ -1875,7 +1875,7 @@ Note* Audio_AllocNote(SequenceLayer* layer);
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void Audio_NoteInitAll(void);
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void Audio_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 applyBend);
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void Audio_SequencePlayerProcessSound(SequencePlayer* seqPlayer);
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f32 Audio_GetPortamentoFreqScale(Portamento* p);
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f32 Audio_GetPortamentoFreqScale(Portamento* portamento);
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s16 Audio_GetVibratoPitchChange(VibratoState* vib);
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f32 Audio_GetVibratoFreqScale(VibratoState* vib);
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void Audio_NoteVibratoUpdate(Note* note);
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@@ -2019,7 +2019,7 @@ void* Overlay_AllocateAndLoad(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRam
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void MtxConv_F2L(Mtx* m1, MtxF* m2);
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void MtxConv_L2F(MtxF* m1, Mtx* m2);
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void Overlay_Relocate(void* allocatedVRamAddress, OverlayRelocationSection* overlayInfo, void* vRamStart);
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s32 Overlay_Load(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRamStart, void* vRamEnd, void* allocatedVRamAddress);
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s32 Overlay_Load(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRamStart, void* vRamEnd, void* allocatedVRamAddr);
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// ? func_800FC800(?);
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// ? func_800FC83C(?);
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// ? func_800FCAB4(?);
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@@ -2195,7 +2195,7 @@ void guPositionF(f32 mf[4][4], f32 rot, f32 pitch, f32 yaw, f32 scale, f32 x, f3
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void guPosition(Mtx*, f32, f32, f32, f32, f32, f32, f32);
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OSYieldResult osSpTaskYielded(OSTask* task);
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void guRotateF(f32 m[4][4], f32 a, f32 x, f32 y, f32 z);
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void guRotate(Mtx*, f32 angle, f32 x, f32 y, f32 z);
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void guRotate(Mtx*, f32 a, f32 x, f32 y, f32 z);
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s32 osAiSetFrequency(u32 frequency);
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OSThread* __osGetActiveQueue(void);
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void guNormalize(f32* x, f32* y, f32* z);
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@@ -2207,7 +2207,7 @@ void guOrthoF(f32[4][4], f32, f32, f32, f32, f32, f32, f32);
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void guOrtho(Mtx*, f32, f32, f32, f32, f32, f32, f32);
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f32 cosf(f32);
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s16 coss(u16);
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void osViSetEvent(OSMesgQueue* mq, OSMesg m, u32 retraceCount);
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void osViSetEvent(OSMesgQueue* mq, OSMesg msg, u32 retraceCount);
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s32 osPfsIsPlug(OSMesgQueue* mq, u8* pattern);
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void __osPfsRequestData(u8 poll);
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void __osPfsGetInitData(u8* pattern, OSContStatus* contData);
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