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Merge branch 'master' into doc_pause_menu
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commit
631f6d203d
130 changed files with 2747 additions and 2299 deletions
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@ -488,9 +488,9 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor);
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s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor);
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f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void func_80033DB8(PlayState* play, s16 arg1, s16 arg2);
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void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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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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@ -666,7 +666,7 @@ s16 Camera_GetInputDirYaw(Camera* camera);
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Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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s16 Camera_GetCamDirYaw(Camera* camera);
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s32 Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown);
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s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration);
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s32 Camera_SetParam(Camera* camera, s32 param, void* value);
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s32 func_8005AC48(Camera* camera, s16 arg1);
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s16 func_8005ACFC(Camera* camera, s16 arg1);
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@ -677,7 +677,7 @@ s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCa
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
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s16 timer3);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera);
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Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
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UNK_TYPE arg6);
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s32 func_8005B198(void);
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@ -774,12 +774,10 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
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u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
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void SaveContext_Init(void);
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s32 func_800635D0(s32);
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void func_800636C0(void);
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void Regs_Init(void);
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void func_8006375C(s32 arg0, s32 arg1, const char* text);
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void func_8006376C(u8 x, u8 y, u8 colorIndex, const char* text);
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// ? func_80063828(?);
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void func_8006390C(Input* input);
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// ? func_80063C04(?);
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void Regs_UpdateEditor(Input* input);
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void func_80063D7C(GraphicsContext* gfxCtx);
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void DebugDisplay_Init(void);
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DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX,
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@ -952,10 +950,10 @@ f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b);
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f32 OLib_ClampMinDist(f32 val, f32 min);
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f32 OLib_ClampMaxDist(f32 val, f32 max);
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Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_VecSphGeoToVec3f(Vec3f* dest, VecSph* sph);
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Vec3f* OLib_VecGeoToVec3f(Vec3f* dest, VecGeo* geo);
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VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
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VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec);
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VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b);
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VecGeo* OLib_Vec3fToVecGeo(VecGeo* dest, Vec3f* vec);
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VecGeo* OLib_Vec3fDiffToVecGeo(VecGeo* dest, Vec3f* a, Vec3f* b);
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Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
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s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
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s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
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@ -1061,28 +1059,6 @@ u32 Player_InitDrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime);
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void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(GameState* thisx);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_GetFreeIndex(void);
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QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx);
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void Quake_Remove(QuakeRequest* req);
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QuakeRequest* Quake_GetRequest(s16 idx);
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QuakeRequest* Quake_SetValue(s16 idx, s16 valueType, s16 value);
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u32 Quake_SetSpeed(s16 idx, s16 value);
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u32 Quake_SetCountdown(s16 idx, s16 value);
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s16 Quake_GetCountdown(s16 idx);
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u32 Quake_SetQuakeValues(s16 idx, s16 y, s16 x, s16 zoom, s16 rotZ);
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u32 Quake_SetUnkValues(s16 idx, s16 arg1, SubQuakeRequest14 arg2);
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void Quake_Init(void);
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s16 Quake_Add(Camera* camera, u32 callbackIdx);
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u32 Quake_RemoveFromIdx(s16 idx);
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s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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@ -1384,7 +1360,7 @@ u32 Letterbox_GetSize(void);
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void Letterbox_Init(void);
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void Letterbox_Destroy(void);
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void Letterbox_Update(s32 updateRate);
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// ? DbCamera_AddVecSph(?);
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// ? DbCamera_AddVecGeoToVec3f(?);
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// ? DbCamera_CalcUpFromPitchYawRoll(?);
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// ? DbCamera_SetTextValue(?);
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// ? DbCamera_Vec3SToF(?);
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@ -1522,11 +1498,9 @@ void AudioMgr_Unlock(AudioMgr* audioMgr);
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void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Scheduler* sched, IrqMgr* irqMgr);
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void GameState_FaultPrint(void);
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void GameState_SetFBFilter(Gfx** gfx);
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// ? func_800C4344(?);
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void GameState_DrawInputDisplay(u16 input, Gfx** gfx);
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void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx);
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void GameState_SetFrameBuffer(GraphicsContext* gfxCtx);
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// ? func_800C49F4(?);
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void GameState_ReqPadData(GameState* gameState);
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void GameState_Update(GameState* gameState);
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void GameState_InitArena(GameState* gameState, size_t size);
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@ -2191,7 +2165,7 @@ void GameOver_Update(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void Interface_Init(PlayState* play);
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void Message_Init(PlayState* play);
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void func_80112098(PlayState* play);
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void Regs_InitData(PlayState* play);
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void Setup_Init(GameState* thisx);
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void Setup_Destroy(GameState* thisx);
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