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@ -355,34 +355,34 @@ void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* d
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void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyAll(PlayState* play, AnimationEntryData* data);
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void AnimationContext_Interp(PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
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void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
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void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
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void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
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void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
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s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate);
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s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
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void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitSkin(struct GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
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void SkelAnime_SetUpdate(SkelAnime* skelAnime);
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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void SkelAnime_AnimateFrame(SkelAnime* skelAnime);
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@ -400,7 +400,7 @@ void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src,
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void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
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void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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// ZAPD compatibility typedefs
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