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https://github.com/zeldaret/oot
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[headers 9] Add src/libc64/ and new "z64" rand.h (#2164)
* rand.h -> libc64/qrand.h * Add rand.h with z64 rand wrappers * yeet comment * code/rand.c -> libc64/qrand.c * fixup * move libc64 source to src/libc64/ * fix * bss * update file splits disasm metadata
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@@ -450,8 +450,6 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void Actor_RequestQuake(PlayState* play, s16 y, s16 duration);
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void Actor_RequestQuakeWithSpeed(PlayState* play, s16 y, s16 duration, s16 speed);
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void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 quakeY, s16 quakeDuration);
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f32 Rand_ZeroFloat(f32 f);
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f32 Rand_CenteredFloat(f32 f);
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void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type);
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void func_8003424C(PlayState* play, Vec3f* arg1);
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void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 bufFlag, s16 duration);
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@@ -0,0 +1,18 @@
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#ifndef LIBC64_QRAND_H
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#define LIBC64_QRAND_H
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#include "ultra64.h"
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u32 Rand_Next(void);
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void Rand_Seed(u32 seed);
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f32 Rand_ZeroOne(void);
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void Rand_Seed_Variable(u32* rndNum, u32 seed);
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u32 Rand_Next_Variable(u32* rndNum);
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f32 Rand_ZeroOne_Variable(u32* rndNum);
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#if !PLATFORM_N64
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f32 Rand_Centered(void);
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f32 Rand_Centered_Variable(u32* rndNum);
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#endif
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#endif
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+3
-12
@@ -1,18 +1,9 @@
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#ifndef RAND_H
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#define RAND_H
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#include "ultra64.h"
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#include "libc64/qrand.h"
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u32 Rand_Next(void);
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void Rand_Seed(u32 seed);
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f32 Rand_ZeroOne(void);
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void Rand_Seed_Variable(u32* rndNum, u32 seed);
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u32 Rand_Next_Variable(u32* rndNum);
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f32 Rand_ZeroOne_Variable(u32* rndNum);
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#if !PLATFORM_N64
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f32 Rand_Centered(void);
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f32 Rand_Centered_Variable(u32* rndNum);
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#endif
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f32 Rand_ZeroFloat(f32 f);
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f32 Rand_CenteredFloat(f32 f);
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#endif
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@@ -63,6 +63,7 @@
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#include "jpeg.h"
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#include "prerender.h"
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#include "rand.h"
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#include "libc64/qrand.h"
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#include "sys_math.h"
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#include "sys_math3d.h"
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#include "fp_math.h"
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