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Reduce overlay dependencies on global.h (4) (#2456)
* remove more global.h references * .bss
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@@ -3,7 +3,7 @@
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// This file is named "game" after game.c for now, this may change later with the system name
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#include "ultra64/ultratypes.h"
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#include "padmgr.h"
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#include "libu64/pad.h"
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#include "tha.h"
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struct GraphicsContext;
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@@ -1,6 +1,7 @@
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#ifndef Z64VIEW_H
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#define Z64VIEW_H
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#include "macros.h"
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#include "ultra64.h"
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#include "z64math.h"
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@@ -2,7 +2,7 @@
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#define Z_LIB_H
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#include "libc/stddef.h"
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#include "padmgr.h"
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#include "libu64/pad.h"
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#include "z64math.h"
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#include "color.h"
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@@ -5,8 +5,8 @@
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#include "macros.h"
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#include "sys_math3d.h"
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#pragma increment_block_number "gc-eu:97 gc-eu-mq:97 gc-jp:97 gc-jp-ce:97 gc-jp-mq:97 gc-us:97 gc-us-mq:97 ique-cn:97" \
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"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:79 pal-1.0:80 pal-1.1:80"
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#pragma increment_block_number "gc-eu:120 gc-eu-mq:120 gc-jp:120 gc-jp-ce:120 gc-jp-mq:120 gc-us:120 gc-us-mq:120" \
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"ique-cn:120 ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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@@ -16,7 +16,7 @@
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#include "z_lib.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ique-cn:128 ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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"ique-cn:128 ntsc-1.0:104 ntsc-1.1:104 ntsc-1.2:104 pal-1.0:104 pal-1.1:104"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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@@ -5,6 +5,18 @@
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*/
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#include "z_bg_hidan_sima.h"
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#include "gfx.h"
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#include "gfx_setupdl.h"
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#include "ichain.h"
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#include "rumble.h"
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#include "segmented_address.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "z_lib.h"
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#include "z64play.h"
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#include "z64player.h"
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#include "assets/objects/object_hidan_objects/object_hidan_objects.h"
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#define FLAGS 0
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@@ -2,11 +2,11 @@
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#define Z_BG_HIDAN_SIMA_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgHidanSima;
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typedef void (*BgHidanSimaActionFunc)(struct BgHidanSima*, PlayState*);
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typedef void (*BgHidanSimaActionFunc)(struct BgHidanSima*, struct PlayState*);
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typedef struct BgHidanSima {
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/* 0x0000 */ DynaPolyActor dyna;
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@@ -5,6 +5,11 @@
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*/
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#include "z_bg_hidan_syoku.h"
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#include "ichain.h"
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#include "sfx.h"
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#include "z64play.h"
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#include "assets/objects/object_hidan_objects/object_hidan_objects.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@@ -2,11 +2,11 @@
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#define Z_BG_HIDAN_SYOKU_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgHidanSyoku;
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typedef void (*BgHidanSyokuActionFunc)(struct BgHidanSyoku*, PlayState*);
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typedef void (*BgHidanSyokuActionFunc)(struct BgHidanSyoku*, struct PlayState*);
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typedef struct BgHidanSyoku {
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/* 0x0000 */ DynaPolyActor dyna;
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@@ -5,6 +5,16 @@
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*/
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#include "z_bg_ice_objects.h"
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#include "libc64/qrand.h"
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#include "ichain.h"
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#include "rand.h"
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#include "sfx.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64play.h"
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#include "z64player.h"
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#include "assets/objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS 0
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@@ -2,11 +2,11 @@
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#define Z_BG_ICE_OBJECTS_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgIceObjects;
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typedef void (*BgIceObjectsActionFunc) (struct BgIceObjects*, PlayState*);
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typedef void (*BgIceObjectsActionFunc) (struct BgIceObjects*, struct PlayState*);
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typedef struct BgIceObjects {
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/* 0x0000 */ DynaPolyActor dyna;
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@@ -5,6 +5,17 @@
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*/
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#include "z_bg_ice_shelter.h"
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#include "libc64/qrand.h"
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#include "gfx.h"
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#include "gfx_setupdl.h"
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#include "ichain.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64play.h"
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#include "assets/objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS 0
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@@ -2,11 +2,11 @@
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#define Z_BG_ICE_SHELTER_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgIceShelter;
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typedef void (*BgIceShelterActionFunc)(struct BgIceShelter*, PlayState*);
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typedef void (*BgIceShelterActionFunc)(struct BgIceShelter*, struct PlayState*);
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typedef enum RedIceType {
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/* 0 */ RED_ICE_LARGE, // Large red ice block
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@@ -5,6 +5,13 @@
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*/
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#include "z_bg_ice_shutter.h"
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#include "ichain.h"
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#include "one_point_cutscene.h"
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#include "sfx.h"
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#include "z_lib.h"
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#include "z64play.h"
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#include "assets/objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@@ -2,11 +2,11 @@
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#define Z_BG_ICE_SHUTTER_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgIceShutter;
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typedef void (*BgIceShutterActionFunc)(struct BgIceShutter*, PlayState*);
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typedef void (*BgIceShutterActionFunc)(struct BgIceShutter*, struct PlayState*);
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typedef struct BgIceShutter {
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/* 0x0000 */ DynaPolyActor dyna;
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@@ -5,6 +5,15 @@
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*/
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#include "z_bg_ice_turara.h"
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#include "libc64/qrand.h"
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#include "ichain.h"
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#include "rand.h"
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#include "sfx.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64play.h"
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#include "assets/objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS 0
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@@ -2,11 +2,11 @@
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#define Z_BG_ICE_TURARA_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgIceTurara;
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typedef void (*BgIceTuraraActionFunc)(struct BgIceTurara*, PlayState*);
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typedef void (*BgIceTuraraActionFunc)(struct BgIceTurara*, struct PlayState*);
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typedef enum BgIceTuraraType {
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/* 0 */ TURARA_STALAGMITE,
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@@ -5,6 +5,13 @@
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*/
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#include "z_bg_ingate.h"
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#include "gfx.h"
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#include "gfx_setupdl.h"
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#include "sys_matrix.h"
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#include "z_lib.h"
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#include "z64play.h"
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#include "assets/objects/object_ingate/object_ingate.h"
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#define FLAGS 0
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@@ -2,11 +2,11 @@
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#define Z_BG_INGATE_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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struct BgInGate;
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typedef void (*BgInGateActionFunc)(struct BgInGate*, PlayState*);
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typedef void (*BgInGateActionFunc)(struct BgInGate*, struct PlayState*);
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typedef struct BgInGate {
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/* 0x0000 */ DynaPolyActor dyna;
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@@ -5,6 +5,12 @@
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*/
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#include "z_bg_jya_1flift.h"
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#include "ichain.h"
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#include "sfx.h"
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#include "z_lib.h"
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#include "z64play.h"
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#include "assets/objects/object_jya_obj/object_jya_obj.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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