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-rw-r--r--soh/include/functions.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/soh/include/functions.h b/soh/include/functions.h
index 1bec60eb8..b74aaa148 100644
--- a/soh/include/functions.h
+++ b/soh/include/functions.h
@@ -224,9 +224,9 @@ void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
void EffectSs_UpdateAll(PlayState* play);
void EffectSs_DrawAll(PlayState* play);
-s16 func_80027DD4(s16 arg0, s16 arg1, s32 arg2);
-s16 func_80027E34(s16 arg0, s16 arg1, f32 arg2);
-u8 func_80027E84(u8 arg0, u8 arg1, f32 arg2);
+s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
+s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
+u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
@@ -683,7 +683,7 @@ u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly,
u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_80041D94(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
-s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
+s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_80041DE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_80041E18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_80041E4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
@@ -1047,8 +1047,8 @@ VecSph* OLib_Vec3fToVecSphGeo(VecSph* arg0, Vec3f* arg1);
VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* arg0, Vec3f* a, Vec3f* b);
Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
void OnePointCutscene_SetCsCamPoints(Camera* camera, s16 actionParameters, s16 initTimer, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints);
-s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 camIdx);
-s16 OnePointCutscene_EndCutscene(PlayState* play, s16 camIdx);
+s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
+s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
s32 OnePointCutscene_AttentionSetSfx(PlayState* play, Actor* actor, s32 sfxId);
void OnePointCutscene_EnableAttention(void);
@@ -1114,13 +1114,13 @@ s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction);
s32 Player_InCsMode(PlayState* play);
s32 Player_CheckHostileLockOn(Player* player);
s32 Player_IsChildWithHylianShield(Player* player);
-s32 Player_ActionToModelGroup(Player* player, s32 actionParam);
+s32 Player_ActionToModelGroup(Player* player, s32 itemAction);
void Player_SetModelsForHoldingShield(Player* player);
void Player_SetModels(Player* player, s32 modelGroup);
void Player_SetModelGroup(Player* player, s32 modelGroup);
void func_8008EC70(Player* player);
void Player_SetEquipmentData(PlayState* play, Player* player);
-void Player_UpdateBottleHeld(PlayState* play, Player* player, s32 item, s32 actionParam);
+void Player_UpdateBottleHeld(PlayState* play, Player* player, s32 item, s32 itemAction);
void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6);
void Player_ReleaseLockOn(Player* player);
void Player_ClearZTargeting(Player* player);
@@ -1132,21 +1132,21 @@ u8 Player_GetMask(PlayState* play);
Player* Player_UnsetMask(PlayState* play);
s32 Player_HasMirrorShieldEquipped(PlayState* play);
s32 Player_HasMirrorShieldSetToDraw(PlayState* play);
-s32 Player_ActionToMagicSpell(Player* player, s32 actionParam);
+s32 Player_ActionToMagicSpell(Player* player, s32 itemAction);
void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotRange);
s32 Player_HoldsHookshot(Player* player);
s32 Player_HoldsBow(Player* player);
s32 Player_HoldsSlingshot(Player* player);
s32 func_8008F128(Player* player);
-s32 Player_ActionToMeleeWeapon(s32 actionParam);
+s32 Player_ActionToMeleeWeapon(s32 itemAction);
s32 Player_GetMeleeWeaponHeld(Player* player);
s32 Player_HoldsTwoHandedWeapon(Player* player);
s32 Player_HoldsBrokenKnife(Player* player);
-s32 Player_ActionToBottle(Player* player, s32 actionParam);
+s32 Player_ActionToBottle(Player* player, s32 itemAction);
s32 Player_GetBottleHeld(Player* player);
-s32 Player_ActionToExplosive(Player* player, s32 actionParam);
+s32 Player_ActionToExplosive(Player* player, s32 itemAction);
s32 Player_GetExplosiveHeld(Player* player);
-s32 func_8008F2BC(Player* player, s32 actionParam);
+s32 func_8008F2BC(Player* player, s32 itemAction);
s32 Player_GetEnvironmentalHazard(PlayState* play);
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* this);