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Merge branch 'master' into doc_pause_menu
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commit
4eae3ca126
157 changed files with 1717 additions and 1640 deletions
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@ -641,8 +641,8 @@ s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec
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void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
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void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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@ -1013,13 +1013,13 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* this);
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s32 Player_InCsMode(PlayState* play);
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s32 func_8008E9C4(Player* this);
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s32 Player_IsChildWithHylianShield(Player* this);
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s32 Player_ActionToModelGroup(Player* this, s32 actionParam);
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s32 Player_ActionToModelGroup(Player* this, s32 itemAction);
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void Player_SetModelsForHoldingShield(Player* this);
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void Player_SetModels(Player* this, s32 modelGroup);
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void Player_SetModelGroup(Player* this, s32 modelGroup);
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void func_8008EC70(Player* this);
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void Player_SetEquipmentData(PlayState* play, Player* this);
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void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam);
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void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction);
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void func_8008EDF0(Player* this);
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void func_8008EE08(Player* this);
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void func_8008EEAC(PlayState* play, Actor* actor);
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@ -1030,18 +1030,18 @@ u8 Player_GetMask(PlayState* play);
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Player* Player_UnsetMask(PlayState* play);
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s32 Player_HasMirrorShieldEquipped(PlayState* play);
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s32 Player_HasMirrorShieldSetToDraw(PlayState* play);
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s32 Player_ActionToMagicSpell(Player* this, s32 actionParam);
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s32 Player_ActionToMagicSpell(Player* this, s32 itemAction);
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s32 Player_HoldsHookshot(Player* this);
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s32 func_8008F128(Player* this);
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s32 Player_ActionToMeleeWeapon(s32 actionParam);
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s32 Player_ActionToMeleeWeapon(s32 itemAction);
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s32 Player_GetMeleeWeaponHeld(Player* this);
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s32 Player_HoldsTwoHandedWeapon(Player* this);
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s32 Player_HoldsBrokenKnife(Player* this);
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s32 Player_ActionToBottle(Player* this, s32 actionParam);
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s32 Player_ActionToBottle(Player* this, s32 itemAction);
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s32 Player_GetBottleHeld(Player* this);
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s32 Player_ActionToExplosive(Player* this, s32 actionParam);
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s32 Player_ActionToExplosive(Player* this, s32 itemAction);
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s32 Player_GetExplosiveHeld(Player* this);
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s32 func_8008F2BC(Player* this, s32 actionParam);
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s32 func_8008F2BC(Player* this, s32 itemAction);
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s32 func_8008F2F8(PlayState* play);
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void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
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s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
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@ -1866,8 +1866,8 @@ void Audio_ClearSariaBgm(void);
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void Audio_ClearSariaBgmAtPos(Vec3f* pos);
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void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax);
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void Audio_ClearSariaBgm2(void);
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void func_800F5510(u16 seqId);
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void func_800F5550(u16 seqId);
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void Audio_PlayMorningSceneSequence(u16 seqId);
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void Audio_PlaySceneSequence(u16 seqId);
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void func_800F574C(f32 scaleTempoAndFreq, u8 duration);
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void func_800F5718(void);
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void func_800F5918(void);
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@ -1879,12 +1879,12 @@ void func_800F5B58(void);
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void func_800F5BF0(u8 natureAmbienceId);
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void Audio_PlayFanfare(u16);
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void func_800F5C2C(void);
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void func_800F5E18(u8 seqPlayerIndex, u16 seqId, u8 fadeTimer, s8 ioPort, s8 ioData);
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void Audio_PlaySequenceWithSeqPlayerIO(u8 seqPlayerIndex, u16 seqId, u8 fadeInDuration, s8 ioPort, s8 ioData);
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void Audio_SetSequenceMode(u8 seqMode);
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void Audio_SetBgmEnemyVolume(f32 dist);
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void func_800F6268(f32 dist, u16);
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void Audio_UpdateMalonSinging(f32 dist, u16 seqId);
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void func_800F64E0(u8 arg0);
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void func_800F6584(u8 arg0);
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void Audio_ToggleMalonSinging(u8 malonSingingDisabled);
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void Audio_SetEnvReverb(s8 reverb);
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void Audio_SetCodeReverb(s8 reverb);
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void func_800F6700(s8 audioSetting);
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