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[headers 5] Misc small headers untangling (#2147)

* Misc small headers untangling

* mv gSaveContext to where it is in MM in the header

* newline police

* move rand functions back to functions.h
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Dragorn421 2024-09-07 23:23:25 +02:00 committed by GitHub
parent 277ce1c0d3
commit a039aeffb7
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GPG key ID: B5690EEEBB952194
11 changed files with 35 additions and 23 deletions

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@ -26,6 +26,7 @@
#include "z64view.h"
union Color_RGBA8_u32;
struct Player;
struct QuestHintCmd;
struct VisMono;
@ -64,13 +65,13 @@ typedef struct PlayState {
/* 0x117A4 */ ObjectContext objectCtx;
/* 0x11CBC */ RoomContext roomCtx;
/* 0x11D34 */ TransitionActorList transitionActors;
/* 0x11D3C */ void (*playerInit)(Player* player, struct PlayState* play, FlexSkeletonHeader* skelHeader);
/* 0x11D40 */ void (*playerUpdate)(Player* player, struct PlayState* play, Input* input);
/* 0x11D3C */ void (*playerInit)(struct Player* player, struct PlayState* play, FlexSkeletonHeader* skelHeader);
/* 0x11D40 */ void (*playerUpdate)(struct Player* player, struct PlayState* play, Input* input);
/* 0x11D44 */ int (*isPlayerDroppingFish)(struct PlayState* play);
/* 0x11D48 */ s32 (*startPlayerFishing)(struct PlayState* play);
/* 0x11D4C */ s32 (*grabPlayer)(struct PlayState* play, Player* player);
/* 0x11D4C */ s32 (*grabPlayer)(struct PlayState* play, struct Player* player);
/* 0x11D50 */ s32 (*tryPlayerCsAction)(struct PlayState* play, Actor* actor, s32 csAction);
/* 0x11D54 */ void (*func_11D54)(Player* player, struct PlayState* play);
/* 0x11D54 */ void (*func_11D54)(struct Player* player, struct PlayState* play);
/* 0x11D58 */ s32 (*damagePlayer)(struct PlayState* play, s32 damage);
/* 0x11D5C */ void (*talkWithPlayer)(struct PlayState* play, Actor* actor);
/* 0x11D60 */ MtxF viewProjectionMtxF;
@ -139,7 +140,7 @@ s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting);
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, struct Player* player, s16 setting);
s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting);
void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration);
void Play_SaveSceneFlags(PlayState* this);