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Fix misc 8 (#1150)
* Use `s32` as type instead of `StackStatus` enum type
* `bossLimbDl` -> `bossLimbDL`
* Fixup comment refering to `Actor.velocity` by struct offset
* Fixup `feetFloorFlags` doc and -> `feetFloorFlag`
* Fixup `xyzDistToPlayerSq` comment
* Make `SkelAnime.mode` comment refer to `AnimationMode` (<- `AnimationModes`)
* Use enum names to refer to anim modes and break long lines in z64animation.h
* `EnDha_OverridePostDraw` -> `EnDha_PostLimbDraw`
* ichains cleanup
* Scene command ids usage cleanup
* Properly name unkXXX members as unk_XXX
* change `gSceneCmdHandlers` length in variables.h too
* Revert Unknown flags to unk0 & unk1
* Remove "current scene" mention from `Flags_*Unknown` as they aren't saved or loaded so not scene-specific
* `Struct_8011FAF0`: unk_00, unk_04
* Run formatter
* Do not break long lines in headers
* Revert "Fixup `feetFloorFlags` doc and -> `feetFloorFlag`"
This reverts commit c45b3611e7
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32 changed files with 328 additions and 327 deletions
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@ -77,7 +77,7 @@ typedef struct {
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typedef struct {
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/* 0x00 */ DamageTable* damageTable;
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/* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body
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/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
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/* 0x10 */ s16 cylRadius; // Used for various purposes
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/* 0x12 */ s16 cylHeight; // Used for various purposes
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/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
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@ -167,7 +167,7 @@ typedef struct Actor {
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/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
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/* 0x088 */ u16 bgCheckFlags; // Flags indicating how the actor is interacting with collision
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/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
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/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis
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/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player
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/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
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/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
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/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
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