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parameters (#1142)
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* Add angle conversion constants and macros
* Replace angle literals with hex instead of decimal
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* most of dolsdk copied over
* add some gf stuff
* trk wip
* ode/amc stuff
* build fix
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* Fix some profile comments
* Add missing static for local visibility data
* Move proc name and draw priority enums to f_pc
* Add _e suffix to daObjBarrier_c proc enum
* Change proc name enum format to match TP
* Change draw prio enum format to match TP
* Change ItemNo enum format, finish fixing item names
* Revert static for cb1 hio
* Clean up formatting of profile comments
* Fix comment alignment
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* d_a_player_main cleanup and some demo matches
* Add unions for player_main procvars
* Make d_a_player_main fields private
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* d_a_movie_player 99%
* Fix version differences
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* Update vertex attribute formats in `d_a_hookshot.cpp` for improved correctness.
* Fix texture coordinate formats in `J3DSys.cpp` to use `GX_TEX_ST` for improved semantics.
* Update vertex attribute formats in `JFWDisplay.cpp` for improved semantics.
* Update texture coordinate vertex format in `J2DWindow.cpp` to use `GX_TEX_ST` for improved semantics.
* Refactor `J2DWindow.cpp` for improved readability: update constructor initialization style, inline function arguments, and add spacing for clarity in GX rendering logic.
* Update vertex attribute formats in `JUTResFont.cpp` for improved correctness and semantic clarity.
* Update vertex attribute format in `d_kankyo_rain.cpp` to use `GX_POS_XYZ` for improved correctness.
* Update texture coordinate formats in `d_ovlp_fade2.cpp` to use `GX_TEX_ST` for improved semantics.
* Update texture coordinate format in `d_ovlp_fade4.cpp` to use `GX_TEX_ST` for improved semantics
* Format vertex attribute and texture coordinate initialization in `d_a_goal_flag.cpp` for improved consistency and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_majuu_flag.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_pirate_flag.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_sail.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_player_particle.inc` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_player_particle.inc` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_sea.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_wood.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `m_Do_ext.cpp` for improved correctness and semantics.
* Undid formatting of `halftofull` array in `JUTResFont.cpp`
* Update vertex attribute and texture coordinate formats in `d_tree.cpp` for improved correctness and semantics.
* Update vertex attribute and texture coordinate formats in `d_a_bwdg.cpp` for improved correctness and semantics.
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* Fix some version differences
* Found real inline name for checkBowMiniGame
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* Demo work
* Fix PAL
* Fix d_door weak func order and link it
* Fix d_door for demo
* JKernel OK on demo + misc
* tag_attention 100% on demo
* More demo work and fix some retail fakematches
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* fix returns
* use standard C headers
* struct/class mismatch
* explicit this in template
* switch variable scope
* C standard compliance
* & l-value
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The debug maps indicate these inlines were pretty much always used when these flags are ORed or ANDed (but not when checked or set).
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