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Gameplay_ -> Play_ and this (#1229)
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78 changed files with 1059 additions and 1078 deletions
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@ -1494,34 +1494,32 @@ void KaleidoScopeCall_Draw(GlobalContext* globalCtx);
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void func_800BC490(GlobalContext* globalCtx, s16 point);
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s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
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void func_800BC590(GlobalContext* globalCtx);
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void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType);
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Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx);
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void Gameplay_Destroy(GameState* thisx);
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void Gameplay_Init(GameState* thisx);
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void Gameplay_Main(GameState* thisx);
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s32 Gameplay_InCsMode(GlobalContext* globalCtx);
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Gfx* Play_SetFog(GlobalContext* globalCtx, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Main(GameState* thisx);
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s32 Play_InCsMode(GlobalContext* globalCtx);
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f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
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void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
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void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn);
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void* Play_LoadFile(GlobalContext* globalCtx, RomFile* file);
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void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest);
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s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx);
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s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx);
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s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
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void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId);
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void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx);
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Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId);
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s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
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s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
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void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId);
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s16 Play_CreateSubCamera(GlobalContext* globalCtx);
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s16 Play_GetActiveCamId(GlobalContext* globalCtx);
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s16 Play_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
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void Play_ClearCamera(GlobalContext* globalCtx, s16 camId);
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void Play_ClearAllSubCameras(GlobalContext* globalCtx);
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Camera* Play_GetCamera(GlobalContext* globalCtx, s16 camId);
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s32 Play_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
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void Play_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId);
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s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting);
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s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
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s32 Play_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
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void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2);
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void Gameplay_SaveSceneFlags(GlobalContext* globalCtx);
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void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
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void Gameplay_TriggerVoidOut(GlobalContext* globalCtx);
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void Gameplay_TriggerRespawn(GlobalContext* globalCtx);
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void Play_SaveSceneFlags(GlobalContext* globalCtx);
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void Play_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
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void Play_TriggerVoidOut(GlobalContext* globalCtx);
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void Play_TriggerRespawn(GlobalContext* globalCtx);
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s32 func_800C0CB8(GlobalContext* globalCtx);
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);
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