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z_parameter: Minigames (#1131)
* minigame docs * cleanup * vertices and cleanup * fix bss * change to perfectLetters * fix parameter static * more PR, namefixer * PR Suggestions
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+6
-24
@@ -1705,7 +1705,6 @@ Gfx* Gfx_DrawTexRectI8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textu
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Gfx* Gfx_DrawTexQuadIA8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, u16 point);
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Gfx* Gfx_DrawTexQuad4b(Gfx* gfx, TexturePtr texture, s32 fmt, s16 textureWidth, s16 textureHeight, u16 point);
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// void func_8010E028(void);
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void Interface_StartTimer(s16 timerId, s16 seconds);
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void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState);
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void func_8010EE74(PlayState* play, s32 day);
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@@ -1713,7 +1712,7 @@ void Interface_SetHudVisibility(u16 hudVisibility);
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void func_80110038(PlayState* play);
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// void func_80111CB4(void);
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// void func_801129E4(void);
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void func_80112AFC(PlayState* play);
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void Interface_InitMinigame(PlayState* play);
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void Interface_LoadItemIconImpl(PlayState* play, u8 btn);
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void Interface_LoadItemIcon(PlayState* play, u8 btn);
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void func_80112C0C(PlayState* play, u16 flag);
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@@ -1741,30 +1740,13 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Magic_Add(PlayState* play, s16 magicToAdd);
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void Magic_Reset(PlayState* play);
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s32 Magic_Consume(PlayState* play, s16 magicToConsume, s16 type);
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// void func_80116FD8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
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// void func_801170B8(void);
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// void func_80117100(void);
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// void func_80117A20(void);
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// void func_80117BD0(void);
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// void func_80118084(void);
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// void func_80118890(void);
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// void func_80118BA4(void);
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// void func_80119030(void);
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// void func_80119610(void);
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void func_8011B4E0(PlayState* play, s32 arg1);
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// void func_8011B5C0(void);
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// void func_8011B9E0(void);
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// void func_8011BF70(void);
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// void func_8011C4C4(void);
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void Interface_SetPerfectLetters(PlayState* play, s16 perfectLettersType);
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void Interface_StartMoonCrash(PlayState* play);
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// void func_8011E730(void);
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// void func_8011F0E0(UNK_TYPE4 ctxt);
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// void func_80120F90(void);
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// void func_80121000(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, UNK_TYPE1 param_9, UNK_TYPE1 param_10, UNK_TYPE4 param_11, UNK_TYPE4 param_12, UNK_TYPE4 param_13, UNK_TYPE4 param_14);
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// void func_80121064(void);
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// void func_801210E0(void);
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void Interface_Draw(PlayState* play);
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void Interface_Update(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void func_80121FC4(PlayState* play);
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void Interface_Init(PlayState* play);
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Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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