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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
ovl_En_Knight
This commit is contained in:
+64
-2
@@ -216,6 +216,10 @@ void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16* playerDetected, s16 flags);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList);
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// void EffectSsFhgFlash_SpawnShock(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE2 uParm4, UNK_TYPE1 param_5);
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, Gfx* dList);
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// void EffectSsIcePiece_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, UNK_TYPE4 uParm3, Vec3f* pzParm4, Vec3f* param_5, UNK_TYPE4 param_6);
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void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
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void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale);
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@@ -962,8 +966,6 @@ void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* entry);
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void Play_InitEnvironment(PlayState* this, s16 skyboxId);
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void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_GetActiveCamId(PlayState* this);
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s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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@@ -988,6 +990,66 @@ s32 Play_CamIsNotFixed(GameState* thisx);
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s32 FrameAdvance_IsEnabled(GameState* thisx);
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s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
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// void func_80165460(void);
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// void func_80165608(void);
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// void func_80165630(void);
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void func_80165658(u32 arg0);
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void func_8016566C(u32 arg0);
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void func_80165690(void);
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// void func_801656A4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8);
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// void func_80165DCC(void);
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// void func_80165DF0(void);
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// void func_80165E1C(void);
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// void func_80165E7C(void);
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// void func_80165EC0(void);
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// void func_80166060(void);
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Gfx* func_801660B8(PlayState* play, Gfx* gfx);
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void Play_Fini(GameState* thisx);
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// void func_801663C4(void);
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// void func_80166644(void);
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// void func_801668B4(void);
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void func_80166968(PlayState* play, Camera* camera);
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void func_80166B30(PlayState* play);
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void func_80167814(PlayState* play);
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void func_80167DE4(PlayState* play);
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// void func_80167F0C(void);
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void Play_Draw(PlayState* play);
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void func_80168DAC(PlayState* play);
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void Play_Update(PlayState* play);
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s32 Play_InCsMode(PlayState* play);
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f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
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// void func_801691F0(void);
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void* Play_LoadScene(PlayState* play, RomFile* entry);
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void func_8016927C(PlayState* play, s16 sParm2);
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// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
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// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
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UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
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s16 Play_CreateSubCamera(PlayState* play);
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s16 Play_GetActiveCamId(PlayState* play);
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void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* play, s16 camId);
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Camera* Play_GetCamera(PlayState* play, s16 index);
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s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
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void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* play, s16 dstCamId, s16 srcCamId);
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// void func_80169A50(void);
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void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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s16 Play_GetCsCamDataSetting(PlayState* play, s32 camId);
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Vec3s* Play_GetCsCamDataVec3s(PlayState* play, s32 camId);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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void Play_SaveCycleSceneFlags(GameState* gameState);
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void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
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void func_80169EFC(GameState* gameState);
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void func_80169F78(GameState* gameState);
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void func_80169FDC(GameState* gameState);
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s32 func_80169FFC(GameState* gameState);
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s32 FrameAdvance_IsEnabled(GameState* gameState);
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s32 func_8016A02C(GameState* gameState, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* play, Vec3f* pos);
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s32 Play_IsDebugCamEnabled(void);
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void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
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void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
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