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[headers] Create zelda_arena.h, move protos to z64effect.h, and misc fixups (#2248)
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups * zelda_arena.h * bss * bss2 * bss3 * bss
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bdc11c2894
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12 changed files with 233 additions and 210 deletions
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@ -23,7 +23,7 @@ extern struct IrqMgr gIrqMgr;
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#endif
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ntsc-1.2:156 pal-1.0:154 pal-1.1:154"
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"ntsc-1.2:155 pal-1.0:153 pal-1.1:153"
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extern u8 _buffersSegmentEnd[];
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@ -5,7 +5,7 @@
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#include "macros.h"
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#include "sys_math3d.h"
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#pragma increment_block_number "gc-eu:104 gc-eu-mq:104 gc-jp:104 gc-jp-ce:104 gc-jp-mq:104 gc-us:104 gc-us-mq:104" \
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#pragma increment_block_number "gc-eu:103 gc-eu-mq:103 gc-jp:103 gc-jp-ce:103 gc-jp-mq:103 gc-us:103 gc-us-mq:103" \
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"ntsc-1.2:79 pal-1.0:80 pal-1.1:80"
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.2:144"
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#pragma increment_block_number "ntsc-1.2:140"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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@ -3638,7 +3638,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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}
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:98 pal-1.0:96 pal-1.1:96"
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"ntsc-1.2:97 pal-1.0:95 pal-1.1:95"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -7,7 +7,7 @@
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#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.2:208" \
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"pal-1.0:208 pal-1.1:208"
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"pal-1.0:200 pal-1.1:200"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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@ -2271,10 +2271,6 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy0;
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#endif
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void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
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static TriNorm tri1;
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static TriNorm tri2;
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