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Global Context And General Cleanup (#863)

* door context

* renames

* done

* fix unintended change

* all nb gone

* more nb gone

* merge fishing

* fix size commentX

* door changes suggested by dragorn

* fix accidental semicolon

* another

* change all texture pointers to void*

* error fix and format

* Update src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c

Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>

* fix ostime

* correct mistake in SkyboxContext

* probably fix nonmatching

* Update include/z64.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* roman's suggestions, fix incorrect type definition in z64scene.h

* typo in struct

* make typedef use u8 array

* forgot one

* pull in master and format.sh

Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
Zelllll 2021-08-15 18:15:58 -05:00 committed by GitHub
parent 1890e751b9
commit 7551dc2b71
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GPG key ID: 4AEE18F83AFDEB23
105 changed files with 496 additions and 508 deletions

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@ -867,7 +867,7 @@ void KaleidoSetup_Update(GlobalContext* globalCtx);
void KaleidoSetup_Init(GlobalContext* globalCtx);
void KaleidoSetup_Destroy(GlobalContext* globalCtx);
void func_8006EE50(Font* font, s16 arg1, s16 arg2);
void Font_LoadChar(u32 offset, u8 character, u16 codePointIndex);
void Font_LoadChar(Font* font, u8 character, u16 codePointIndex);
void Font_LoadMessageBoxEndIcon(Font* font, u16 icon);
void Font_LoadOrderedFont(Font* font);
s32 func_8006F0A0(s32 arg0);
@ -1197,7 +1197,7 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 bankIndex);
void func_800981B8(ObjectContext* objectCtx);
s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd);
void func_80098CBC(GlobalContext* globalCtx, u8* nbTransitionActors);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
void func_800994A0(GlobalContext* globalCtx);
void Scene_Draw(GlobalContext* globalCtx);
void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,