pull in docs (#97)
* rename `func_8002DF54` to `Player_SetCsActionWithHaltedActors` * rename `func_8002F434` to `Actor_OfferGetItem`
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@@ -1462,7 +1462,7 @@ s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
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return true;
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}
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction) {
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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func_8002DF38(play, actor, csAction);
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@@ -2084,9 +2084,8 @@ s32 GiveItemEntryFromActorWithFixedRange(Actor* actor, PlayState* play, GetItemE
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return GiveItemEntryFromActor(actor, play, getItemEntry, 50.0f, 10.0f);
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}
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// TODO: Rename to GiveItemIdFromActor or similar
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// If you're doing something for randomizer, you're probably looking for GiveItemEntryFromActor
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s32 func_8002F434(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange) {
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s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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@@ -2116,7 +2115,7 @@ s32 func_8002F434(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32
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// TODO: Rename to GiveItemIdFromActorWithFixedRange or similar
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// If you're doing something for randomizer, you're probably looking for GiveItemEntryFromActorWithFixedRange
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void func_8002F554(Actor* actor, PlayState* play, s32 getItemId) {
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func_8002F434(actor, play, getItemId, 50.0f, 10.0f);
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Actor_OfferGetItem(actor, play, getItemId, 50.0f, 10.0f);
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}
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void func_8002F580(Actor* actor, PlayState* play) {
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