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@@ -7,7 +7,6 @@ extern "C" {
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#endif
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#include "z64.h"
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#include "BenPort.h"
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#include "libultraship/luslog.h"
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#include <public/bridge/consolevariablebridge.h>
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@@ -84,20 +83,20 @@ s32 __osStrcmp(const char* str1, const char* str2);
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char* __osStrcpy(char* dst, const char* src);
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void* __osMemcpy(void* dst, void* src, size_t size);
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// void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32* shadowScale);
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// void EnItem00_SetObject(EnItem00* thisx, PlayState* play, f32* shadowOffset, f32* shadowScale);
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// void EnItem00_Init(Actor* thisx, PlayState* play);
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// void EnItem00_Destroy(Actor* thisx, PlayState* play);
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// void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play);
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// void func_800A640C(EnItem00* this, PlayState* play);
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// void func_800A6650(EnItem00* this, PlayState* play);
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// void func_800A6780(EnItem00* this, PlayState* play);
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// void func_800A6A40(EnItem00* this, PlayState* play);
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// void EnItem00_WaitForHeartObject(EnItem00* thisx, PlayState* play);
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// void func_800A640C(EnItem00* thisx, PlayState* play);
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// void func_800A6650(EnItem00* thisx, PlayState* play);
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// void func_800A6780(EnItem00* thisx, PlayState* play);
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// void func_800A6A40(EnItem00* thisx, PlayState* play);
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// void EnItem00_Update(Actor* thisx, PlayState* play);
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// void EnItem00_Draw(Actor* thisx, PlayState* play);
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// void EnItem00_DrawRupee(EnItem00* this, PlayState* play);
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// void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
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// void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
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// void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
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// void EnItem00_DrawRupee(EnItem00* thisx, PlayState* play);
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// void EnItem00_DrawSprite(EnItem00* thisx, PlayState* play);
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// void EnItem00_DrawHeartContainer(EnItem00* thisx, PlayState* play);
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// void EnItem00_DrawHeartPiece(EnItem00* thisx, PlayState* play);
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// s16 func_800A7650(s16 dropId);
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Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params);
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Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params);
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@@ -105,8 +104,8 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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s32 func_800A8150(s32 index);
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s32 func_800A817C(s32 index);
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s32 Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_AddVertex(EffectBlure* thisx, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* thisx);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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void EffectBlure_Init2(void* thisx, void* initParamsx);
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void EffectBlure_Destroy(void* thisx);
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@@ -126,8 +125,8 @@ void func_800AE5A0(PlayState* play);
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void func_800AE5E4(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_800AE778(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_800AE8EC(PlayState* play);
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void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f32 arg3, s16 angle, CollisionPoly* colPoly, s32 bgId);
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void func_800AEF44(EffectTireMark* this);
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void func_800AE930(CollisionContext* colCtx, EffectTireMark* thisx, Vec3f* pos, f32 arg3, s16 angle, CollisionPoly* colPoly, s32 bgId);
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void func_800AEF44(EffectTireMark* thisx);
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void EffectTireMark_Init(void* thisx, void* initParamsx);
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void EffectTireMark_Destroy(void* thisx);
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s32 EffectTireMark_Update(void* thisx);
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@@ -155,7 +154,7 @@ void EffectSS_DrawAllParticles(PlayState* play);
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s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2);
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s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2);
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u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* thisx, void* texture);
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void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode);
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void func_800B0DE0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_800B0E48(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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@@ -903,10 +902,10 @@ void KaleidoScopeCall_Draw(PlayState* play);
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void Transition_Init(TransitionContext* transitionCtx);
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void Transition_Destroy(TransitionContext* transitionCtx);
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void TransitionTile_Destroy(TransitionTile* this);
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TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
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void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
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void TransitionTile_Update(TransitionTile* this);
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void TransitionTile_Destroy(TransitionTile* thisx);
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TransitionTile* TransitionTile_Init(TransitionTile* thisx, s32 cols, s32 rows);
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void TransitionTile_Draw(TransitionTile* thisx, Gfx** gfxP);
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void TransitionTile_Update(TransitionTile* thisx);
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void TransitionFade_Start(void* thisx);
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void* TransitionFade_Init(void* thisx);
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@@ -941,32 +940,32 @@ void Play_SetMotionBlurPriorityAlpha(u32 alpha);
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void Play_EnableMotionBlurPriority(u32 alpha);
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void Play_DisableMotionBlurPriority(void);
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void Play_TriggerPictoPhoto(void);
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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Gfx* Play_SetFog(PlayState* thisx, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
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void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
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void Play_Update(PlayState* this);
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void Play_Draw(PlayState* this);
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void Play_Update(PlayState* thisx);
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void Play_Draw(PlayState* thisx);
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void Play_Main(GameState* thisx);
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s32 Play_InCsMode(PlayState* this);
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f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
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void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* entry);
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void Play_InitEnvironment(PlayState* this, s16 skyboxId);
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void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos);
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s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
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void func_80169AFC(PlayState* this, s16 camId, s16 timer);
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u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex);
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s32 Play_InCsMode(PlayState* thisx);
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f32 Play_GetFloorSurfaceImpl(PlayState* thisx, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
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void Play_GetFloorSurface(PlayState* thisx, MtxF* mtx, Vec3f* pos);
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void* Play_LoadFile(PlayState* thisx, RomFile* entry);
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void Play_InitEnvironment(PlayState* thisx, s16 skyboxId);
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void Play_GetScreenPos(PlayState* thisx, Vec3f* worldPos, Vec3f* screenPos);
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s32 Play_ChangeCameraStatus(PlayState* thisx, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* thisx, s16 camId);
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Camera* Play_GetCamera(PlayState* thisx, s16 camId);
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s32 Play_SetCameraAtEye(PlayState* thisx, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* thisx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* thisx, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* thisx, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* thisx, s16 destCamId, s16 srcCamId);
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s32 func_80169A50(PlayState* thisx, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* thisx, s16 camId, s16 setting);
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void func_80169AFC(PlayState* thisx, s16 camId, s16 timer);
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u16 Play_GetActorCsCamSetting(PlayState* thisx, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* thisx, s32 csCamDataIndex);
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s16 Play_GetOriginalSceneId(s16 sceneId);
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void Play_SaveCycleSceneFlags(GameState* thisx);
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void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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@@ -977,7 +976,7 @@ void func_80169FDC(GameState* thisx);
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s32 Play_CamIsNotFixed(GameState* thisx);
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s32 FrameAdvance_IsEnabled(GameState* thisx);
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s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
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s32 Play_IsUnderwater(PlayState* thisx, Vec3f* pos);
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// void func_80165460(void);
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// void func_80165608(void);
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// void func_80165630(void);
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@@ -1001,10 +1000,10 @@ void func_80166B30(PlayState* play);
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void func_80167814(PlayState* play);
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void func_80167DE4(PlayState* play);
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// void func_80167F0C(void);
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void Play_Draw(PlayState* this);
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void Play_Draw(PlayState* thisx);
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void func_80168DAC(PlayState* play);
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void Play_Update(PlayState* this);
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s32 Play_InCsMode(PlayState* this);
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void Play_Update(PlayState* thisx);
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s32 Play_InCsMode(PlayState* thisx);
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f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
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// void func_801691F0(void);
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void* Play_LoadScene(PlayState* play, RomFile* entry);
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@@ -1012,19 +1011,19 @@ void func_8016927C(PlayState* play, s16 sParm2);
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// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
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// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
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UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_GetActiveCamId(PlayState* this);
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s16 Play_CreateSubCamera(PlayState* thisx);
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s16 Play_GetActiveCamId(PlayState* thisx);
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void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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void Play_ClearCamera(PlayState* thisx, s16 camId);
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Camera* Play_GetCamera(PlayState* thisx, s16 camId);
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s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
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void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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void Play_CopyCamera(PlayState* thisx, s16 destCamId, s16 srcCamId);
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// void func_80169A50(void);
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void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* this, s16 camId, s16 timer);
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void func_80169AFC(PlayState* thisx, s16 camId, s16 timer);
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s16 Play_GetCsCamDataSetting(PlayState* play, s32 camId);
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Vec3s* Play_GetCsCamDataVec3s(PlayState* play, s32 camId);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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@@ -1037,17 +1036,17 @@ void func_80169FDC(GameState* thisx);
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s32 func_80169FFC(GameState* gameState);
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s32 FrameAdvance_IsEnabled(GameState* thisx);
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s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
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s32 Play_IsUnderwater(PlayState* thisx, Vec3f* pos);
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s32 Play_IsDebugCamEnabled(void);
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void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
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void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
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void Play_Init(GameState* thisx);
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void GameAlloc_Log(GameAlloc* this);
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void* GameAlloc_Malloc(GameAlloc* this, size_t size);
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void GameAlloc_Free(GameAlloc* this, void* data);
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void GameAlloc_Cleanup(GameAlloc* this);
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void GameAlloc_Init(GameAlloc* this);
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void GameAlloc_Log(GameAlloc* thisx);
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void* GameAlloc_Malloc(GameAlloc* thisx, size_t size);
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void GameAlloc_Free(GameAlloc* thisx, void* data);
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void GameAlloc_Cleanup(GameAlloc* thisx);
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void GameAlloc_Init(GameAlloc* thisx);
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void Graph_FaultClient(void);
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void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);
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