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z_parameter: Main (#1157)
* main docs * formatting and bss issues * PR Suggestions * missed enums * better macros/enums * restrictions improvement, still wip * fix name, more common restriction patterns * more restrictions cleanup * rm comment
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@@ -1621,9 +1621,9 @@ s32 func_8010A0A4(PlayState* play);
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void Minimap_SavePlayerRoomInitInfo(PlayState* play);
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void Map_InitRoomData(PlayState* play, s16 room);
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void Map_Destroy(PlayState* play);
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// void Map_Init(PlayState* play);
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// void Minimap_Draw(PlayState* play);
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// void Map_Update(PlayState* play);
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void Map_Init(PlayState* play);
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void Minimap_Draw(PlayState* play);
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void Map_Update(PlayState* play);
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// void func_8010A760(void);
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// void func_8010A7CC(void);
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// void func_8010A814(void);
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@@ -1710,8 +1710,7 @@ void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState);
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void Interface_NewDay(PlayState* play, s32 day);
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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 Interface_SetSceneRestrictions(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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@@ -1727,12 +1726,10 @@ s32 Inventory_HasItemInBottle(u8 item);
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void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 btn);
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s32 Inventory_ConsumeFairy(PlayState* play);
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void Inventory_UpdateItem(PlayState* play, s16 slot, s16 item);
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// void func_801153C8(void);
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// void func_80115428(void);
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void func_8011552C(PlayState* play, u16 arg1);
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void func_801155B4(PlayState* play, s16 arg1);
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void func_80115764(PlayState* play, UNK_TYPE arg1);
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void func_80115844(PlayState* play, s16 param_2);
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void func_80115844(PlayState* play, s16 doAction);
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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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@@ -1812,7 +1809,7 @@ s32 Player_ActionToExplosive(Player* player, PlayerItemAction itemAction);
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s32 Player_GetExplosiveHeld(Player* player);
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s32 Player_ActionToSword(Actor* actor, PlayerItemAction itemAction);
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s32 func_801242B4(Player* player);
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s32 Player_GetEnvTimerType(PlayState* play);
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s32 Player_GetEnvironmentalHazard(PlayState* play);
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void func_80124420(Player* player);
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void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
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void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
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@@ -2327,8 +2324,8 @@ void func_80165DF0(void);
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// void func_80166060(void);
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Gfx* func_801660B8(PlayState* play, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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// void func_801663C4(void);
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// void func_80166644(void);
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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 func_801668B4(void);
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void func_80166968(PlayState* play, Camera* camera);
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void func_80166B30(PlayState* play);
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