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NPC Tracking (#1184)
* npc tracking * fix func declaration * more cleanup * rm named var * more cleanup
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+2
-2
@@ -752,8 +752,8 @@ void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u1
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Hilite* func_800BCBF4(Vec3f* arg0, PlayState* play);
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Hilite* func_800BCC68(Vec3f* arg0, PlayState* play);
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void Actor_GetClosestPosOnPath(Vec3s* points, s32 numPoints, Vec3f* srcPos, Vec3f* dstPos, s32 isPathLoop);
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s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*textIdCallback)(PlayState*, Actor*), s16 (*arg5)(PlayState*, Actor*));
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void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3);
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s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState);
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void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode);
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void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex);
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