Rename a lot of actor movement-related functions from decomp (#4680)
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@@ -398,12 +398,12 @@ void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetScale(Actor* actor, f32 scale);
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void Actor_SetObjectDependency(PlayState* play, Actor* actor);
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void func_8002D7EC(Actor* actor);
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void func_8002D868(Actor* actor);
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void Actor_MoveForward(Actor* actor);
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void func_8002D908(Actor* actor);
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void func_8002D97C(Actor* actor);
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void func_8002D9A4(Actor* actor, f32 arg1);
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void Actor_UpdatePos(Actor* actor);
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void Actor_UpdateVelocityXZGravity(Actor* actor);
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void Actor_MoveXZGravity(Actor* actor);
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void Actor_UpdateVelocityXYZ(Actor* actor);
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void Actor_MoveXYZ(Actor* actor);
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void Actor_SetProjectileSpeed(Actor* actor, f32 arg1);
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
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f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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@@ -412,7 +412,7 @@ s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint);
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f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB);
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f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
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void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2);
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void Actor_WorldToActorCoords(Actor* actor, Vec3f* result, Vec3f* arg2);
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f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
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f32 Player_GetHeight(Player* player);
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s32 Player_ActionHandler_2(Player* player, PlayState* play);
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