Renaming spawn functions
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@@ -224,7 +224,7 @@ void particleEmitter_setPosition(ParticleEmitter *, f32[3]);
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ParticleEmitter *partEmitMgr_newEmitter(u32);
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void func_802BB3DC(s32, f32, f32);
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void __spawnQueue_add_4(GenFunction_4, s32, s32, s32, s32);
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Actor *func_802C4140(enum actor_e actor_id, s32 x, s32 y, s32 z);
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Actor *spawnQueue_actor_f32(enum actor_e actor_id, s32 x, s32 y, s32 z);
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void func_8030DA44(u8);
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@@ -381,7 +381,7 @@ extern s32 func_802F9AA8(enum sfx_e);
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Actor * func_803055E0(enum actor_e id, s32 pos[3], s32 arg2, s32 arg3, s32 arg4);
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Actor * spawn_actor(enum actor_e id, s32 pos[3], s32 yaw);
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Actor * __actor_spawnWithYaw_s32(enum actor_e id, s32 pos[3], s32 yaw);
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f32 mapModel_getFloorY(f32[3]);
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BKModelBin *func_8030A428(s32);
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u8 func_8030D90C(void);
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@@ -427,7 +427,7 @@ void func_80326244(Actor *);
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void func_8032728C(f32[3], f32, s32, int(*)(Actor *));
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Actor *spawn_actor_f32(enum actor_e actor_id, f32 position[3], s32 yaw);
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Actor *actor_spawnWithYaw_f32(enum actor_e actor_id, f32 position[3], s32 yaw);
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int func_8032863C(AnimCtrl *, f32, f32);
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int func_80328A2C(Actor *, f32, s32, f32);
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void subaddie_set_state(Actor *, u32);
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@@ -499,7 +499,7 @@ int actor_animationIsAt(Actor*, f32);
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void rumbleManager_80250E94(f32, f32, f32, f32, f32, f32);
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void func_802C8F70(f32);
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void bundle_setYaw(f32);
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void func_802F9DB8(s32, f32, f32, f32);
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void func_802F9F80(s32, f32, f32, f32);
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void func_802FA060(s32, s32, s32, f32);
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