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z_parameter: Magic (#934)
* Document magic * Cleanup * Few fixes * PR Suggestions, More Lens Docs * Few comments * missed a spot * Better macros/names * Deactivate Lens * more PR suggestions * fix names
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+4
-8
@@ -718,7 +718,7 @@ void func_800B9038(Actor* actor, s32 timer);
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void func_800B9084(Actor* actor);
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void func_800B9098(Actor* actor);
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s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 index, s32 arg4);
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void func_800B90F4(PlayState* play);
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void Actor_DeactivateLens(PlayState* play);
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void func_800B9120(ActorContext* actorCtx);
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void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx);
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@@ -1855,13 +1855,9 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange);
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void Health_GiveHearts(s16 hearts);
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void Rupees_ChangeBy(s16 rupeeChange);
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void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Parameter_AddMagic(PlayState* play, s16 arg1);
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void func_80115D5C(GameState* gamestate);
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// void func_80115DB4(void);
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// void func_80116088(void);
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// void func_80116114(void);
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// void func_80116348(void);
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// void func_80116918(void);
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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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