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SkelAnime "Skeleton" Documentation Pass (#497)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * spooky scary skeletons * there's a skeleton inside of you * formatting * types * a matched function even * undo change * lol anime * ok how did I forget the .s * array fix * would you like to ride the bone train? * stuff * more renames * renames and cleanup * names suck * idea * using void** for now * stuff * look more type fixes Co-authored-by: fig <fig02srl@gmail.com>
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@ -223,7 +223,7 @@ void MagicWind_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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s32 MagicWind_OverrideLimbDraw(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, s32 limbIndex, Actor* thisx) {
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s32 MagicWind_OverrideLimbDraw(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, s32 limbIndex, void* thisx) {
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MagicWind* this = THIS;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_magic_wind.c", 615);
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