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z_actor_dlftbls.c OK. Rework a bunch of segment address organization. (#29)
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+4
-4
@@ -907,10 +907,10 @@ void func_800BE5CC(void); // func_800BE5CC
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void func_800BE63C(void); // func_800BE63C
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void func_800BE680(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE1 param_8); // func_800BE680
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void func_800BF7CC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // func_800BF7CC
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void func_800BF9A0(s32 a0, s32 a1); // func_800BF9A0
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s32 func_800BFA78(s32 param_1, s32 param_2); // func_800BFA78
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void func_800BFAE8(void); // func_800BFAE8
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void func_800BFB40(void); // func_800BFB40
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void ActorOverlayTable_FaultPrint(void* arg0, void* arg1); // ActorOverlayTable_FaultPrint
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void* ActorOverlayTable_FaultAddrConv(void* arg0, void* arg1); // ActorOverlayTable_FaultAddrConv
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void ActorOverlayTable_Init(void); // ActorOverlayTable_Init
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void ActorOverlayTable_Cleanup(void); // ActorOverlayTable_Cleanup
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void BgCheck_PolygonLinkedListNodeInit(BgPolygonLinkedListNode* node, s16* polyIndex, u16 next); // func_800BFB80
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void BgCheck_PolygonLinkedListResetHead(u16* head); // func_800BFB9C
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void BgCheck_ScenePolygonListsNodeInsert(BgScenePolygonLists* list, u16* head, s16* polyIndex); // func_800BFBAC
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