mirror of https://github.com/zeldaret/mm.git
Move functions out of functions.h
This commit is contained in:
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bf6e97aab2
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@ -2039,92 +2039,6 @@ s32 Entrance_GetTransitionFlags(u16 entrance);
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s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
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void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod, Mtx** mtx);
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void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, Mtx** limbMatricies);
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void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx);
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void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, Actor* actor);
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void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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s16 Animation_GetLength(void* animation);
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s16 Animation_GetLastFrame(void* animation);
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Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Mtx** mtx, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
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s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation);
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s16 Animation_GetLength2(LegacyAnimationHeader* animation);
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s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(PlayState* play);
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void AnimationContext_DisableQueue(PlayState* play);
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AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type);
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void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_LoadFrame(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 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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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_SetUpdate(SkelAnime* skelAnime);
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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s32 SkelAnime_Morph(SkelAnime* skelAnime);
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s32 SkelAnime_MorphTaper(SkelAnime* skelAnime);
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void SkelAnime_AnimateFrame(SkelAnime* skelAnime);
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s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
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s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
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s32 SkelAnime_Once(SkelAnime* skelAnime);
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames, s8 taper);
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void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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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_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
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void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
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void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
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@ -322,6 +322,92 @@ typedef s32 (*OverrideKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo*
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typedef void (*PostKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeleton, s32 limbIndex, Gfx** dList,
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u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
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void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod, Mtx** mtx);
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void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod);
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void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, Mtx** limbMatricies);
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void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor);
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void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx);
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void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, Actor* actor);
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void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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s16 Animation_GetLength(void* animation);
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s16 Animation_GetLastFrame(void* animation);
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Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Mtx** mtx, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx);
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s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
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s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation);
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s16 Animation_GetLength2(LegacyAnimationHeader* animation);
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s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(PlayState* play);
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void AnimationContext_DisableQueue(PlayState* play);
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AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type);
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void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_LoadFrame(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 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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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_SetUpdate(SkelAnime* skelAnime);
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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s32 SkelAnime_Morph(SkelAnime* skelAnime);
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s32 SkelAnime_MorphTaper(SkelAnime* skelAnime);
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void SkelAnime_AnimateFrame(SkelAnime* skelAnime);
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s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
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s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
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s32 SkelAnime_Once(SkelAnime* skelAnime);
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames, s8 taper);
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void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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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_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef PlayerAnimationHeader LinkAnimationHeader;
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