2020-08-04 08:49:11 +02:00
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#include "common.h"
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2020-08-14 02:29:25 +02:00
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s32 MakeLerp(script_context* script, s32 initialCall) {
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s32* ptrReadPos = script->ptrReadPos;
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2020-08-15 02:17:20 +02:00
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script->varTable[0xC] = get_variable(script, *ptrReadPos++); // start
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script->varTable[0xD] = get_variable(script, *ptrReadPos++); // end
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script->varTable[0xF] = get_variable(script, *ptrReadPos++); // duration
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script->varTable[0xB] = get_variable(script, *ptrReadPos++); // easing type
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script->varTable[0xE] = 0;
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2020-08-14 02:29:25 +02:00
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return 2;
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}
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2020-08-04 08:49:11 +02:00
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INCLUDE_ASM(code_f8f60_len_1560, UpdateLerp);
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INCLUDE_ASM(code_f8f60_len_1560, RandInt);
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleBetweenNPCs);
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleToNPC);
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleToPlayer);
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INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerApproach);
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INCLUDE_ASM(code_f8f60_len_1560, IsPlayerWithin);
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INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerLeave);
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INCLUDE_ASM(code_f8f60_len_1560, AddVectorPolar);
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INCLUDE_ASM(code_f8f60_len_1560, setup_path_data);
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INCLUDE_ASM(code_f8f60_len_1560, func_802D5270);
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INCLUDE_ASM(code_f8f60_len_1560, LoadPath);
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INCLUDE_ASM(code_f8f60_len_1560, GetNextPathPos);
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INCLUDE_ASM(code_f8f60_len_1560, GetDist2D);
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INCLUDE_ASM(code_f8f60_len_1560, SetValueByRef);
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INCLUDE_ASM(code_f8f60_len_1560, GetValueByRef);
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INCLUDE_ASM(code_f8f60_len_1560, EnableStatusMenu);
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INCLUDE_ASM(code_f8f60_len_1560, ShowStatusMenu);
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INCLUDE_ASM(code_f8f60_len_1560, SetGameMode);
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INCLUDE_ASM(code_f8f60_len_1560, ClampAngleInt);
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INCLUDE_ASM(code_f8f60_len_1560, ClampAngleFloat);
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