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Fix most actor compiler warnings (#656)
* functions.h * Bg_Hidan_Kowarerukabe * Demo_Geff * Arrow_Fire * Demo_Sa * Arms_Hook * En_Okarina_Effect * Demo_Im * Bg_Menkuri_Kaiten * Bg_Spot09_Obj (minus CollisionHeader) * Obj_Hsblock * Obj_Elevator * En_Anubice_Tag * Bg_Ydan_Hasi (minus BgYdanHasi_MoveWater return shenanigans) * En_Heishi4 * Demo_Go * Bg_Spot00_Break * Bg_Hidan_Kousi * Bg_Spot17_Bakudankabe * Bg_Spot18_Basket * En_Dha * Bg_Jya_Goroiwa * En_Js * Bg_Mori_Hineri * Bg_Spot18_Shutter * Bg_Jya_Bombchuiwa * Bg_Bdan_Objects * Bg_Jya_Amishutter * Bg_Toki_Swd * En_Heishi2 * En_Fu * Bg_Jya_Kanaami * Bg_Pushbox * Bg_Spot12_Saku * En_Ani * En_Zl1 * En_Vase * Bg_Spot05_Soko * En_Crow (and a rename in En_Firefly) * Bg_Hidan_Fslift * En_Dog * Bg_Heavy_Block * En_Boom * Bg_Ddan_Kd * Bg_Spot16_Bombstone * Demo_Effect * Bg_Hidan_Syoku * En_Firefly * En_Fw * Bg_Jya_Bombiwa * En_Fd * ovl_Bg_Spot15_Saku * En_Mb * Bg_Spot18_Obj * Bg_Zg * Bg_Bdan_Switch * En_Md * En_Box * En_Bw * En_Viewer * En_Hs2 * Bg_Ydan_Maruta * En_St * En_Ru1 * Bg_Ddan_Jd * En_Sb * Bg_Jya_Cobra * Bg_Spot12_Gate * Bg_Haka_Trap * En_Ms * En_Kakasi2 * En_Horse_Link_Child * Obj_Bombiwa * En_Ds * En_Kz * Bg_Umajump * Bg_Spot03_Taki * Door_Toki * Item_Etcetera * En_Ru2 * En_Niw * Bg_Spot15_Rrbox * Demo_Tre_Lgt * Obj_Oshihiki * Bg_Mjin * Bg_Spot18_Futa * Bg_Spot01_Idosoko * En_Arow_Trap * Bg_Mizu_Uzu * En_Horse_Zelda * Player * fix func_800358DC to work in functions.h * fix fix to functions.h * enum fixes * Some review comments addressed * DynaPoly_GetActor standardisation * ovl_Daiku_Kakariko * ovl_En_Vase * ovl_En_Mk * ovl_Bg_Spot00_Hanebasi * ovl_Bg_Spot06_Objects * ovl_En_Go * ovl_En_Go2 * ovl_Bg_Jya_Bombiwa * ovl_En_Cs * ovl_En_Dodojr * ovl_En_Ny * ovl_En_Mm2 * Apply review suggestion
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122 changed files with 1129 additions and 1125 deletions
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@ -28,7 +28,7 @@ void func_80B2A300(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader*
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AnimationHeader* animationSeg);
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void func_80B2A448(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg);
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void func_80B2A4D8(EnViewer* this, GlobalContext* globalCtx, SkeletonHeader* skeletonHeaderSeg,
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void func_80B2A4D8(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg);
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// sDrawFuncs
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@ -69,10 +69,10 @@ extern UNK_TYPE D_06004EF0;
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extern AnimationHeader D_0600504C;
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extern AnimationHeader D_060050A8;
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extern UNK_TYPE D_060052F0;
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extern SkeletonHeader D_06006B2C;
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extern FlexSkeletonHeader D_06006B2C;
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extern AnimationHeader D_06007148;
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extern UNK_TYPE D_06007210;
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extern SkeletonHeader D_06008668;
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extern FlexSkeletonHeader D_06008668;
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extern UNK_TYPE D_0600A4E0;
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extern Gfx D_0600BE90[];
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extern Gfx D_0600C410[];
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@ -184,7 +184,7 @@ void func_80B2A300(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader*
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if (params == 2 || params == 3 || params == 5 || params == 7 || params == 8 || params == 9) {
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SkelAnime_InitFlex(globalCtx, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
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} else {
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SkelAnime_Init(globalCtx, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
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SkelAnime_Init(globalCtx, &this->skin.skelAnime, &skeletonHeaderSeg->sh, NULL, NULL, NULL, 0);
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}
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gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[this->animObjBankIndex].segment);
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@ -202,11 +202,11 @@ void func_80B2A448(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader*
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Animation_PlayLoopSetSpeed(&this->skin.skelAnime, animationSeg, 3.0f);
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}
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void func_80B2A4D8(EnViewer* this, GlobalContext* globalCtx, SkeletonHeader* skeletonHeaderSeg,
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void func_80B2A4D8(EnViewer* this, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg) {
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u8 params;
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func_800A663C(globalCtx, &this->skin, skeletonHeaderSeg, animationSeg);
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func_800A663C(globalCtx, &this->skin, &skeletonHeaderSeg->sh, animationSeg);
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params = this->actor.params >> 8;
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if (!(params == 3 || params == 4 || params == 7 || params == 8 || params == 9)) {
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Animation_PlayLoopSetSpeed(&this->skin.skelAnime, animationSeg, 3.0f);
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