2020-10-15 05:49:49 +02:00
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#include "common.h"
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INCLUDE_ASM(s32, "code_197F40", count_targets);
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INCLUDE_ASM(s32, "code_197F40", get_nearest_home_index);
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INCLUDE_ASM(s32, "code_197F40", set_goal_pos_to_part);
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INCLUDE_ASM(s32, "code_197F40", set_part_goal_to_actor_part);
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INCLUDE_ASM(s32, "code_197F40", set_actor_current_position);
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INCLUDE_ASM(s32, "code_197F40", set_part_absolute_position);
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INCLUDE_ASM(s32, "code_197F40", set_actor_home_position);
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INCLUDE_ASM(Actor*, "code_197F40", get_actor, s32 actorID);
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INCLUDE_ASM(s32, "code_197F40", LoadBattleSection);
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INCLUDE_ASM(s32, "code_197F40", GetBattlePhase);
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INCLUDE_ASM(s32, "code_197F40", GetLastElement);
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INCLUDE_ASM(s32, "code_197F40", func_80269E80);
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INCLUDE_ASM(s32, "code_197F40", func_80269EAC);
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INCLUDE_ASM(s32, "code_197F40", SetGoalToHome);
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INCLUDE_ASM(s32, "code_197F40", SetIdleGoalToHome);
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INCLUDE_ASM(s32, "code_197F40", SetGoalToIndex);
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INCLUDE_ASM(s32, "code_197F40", GetIndexFromPos);
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INCLUDE_ASM(s32, "code_197F40", GetIndexFromHome);
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INCLUDE_ASM(s32, "code_197F40", CountPlayerTargets);
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INCLUDE_ASM(s32, "code_197F40", ForceHomePos);
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INCLUDE_ASM(s32, "code_197F40", SetHomePos);
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INCLUDE_ASM(s32, "code_197F40", SetGoalToTarget);
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INCLUDE_ASM(s32, "code_197F40", SetPartGoalToTarget);
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INCLUDE_ASM(s32, "code_197F40", SetGoalToFirstTarget);
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INCLUDE_ASM(s32, "code_197F40", SetGoalPos);
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INCLUDE_ASM(s32, "code_197F40", SetIdleGoal);
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INCLUDE_ASM(s32, "code_197F40", AddGoalPos);
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INCLUDE_ASM(s32, "code_197F40", GetGoalPos);
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INCLUDE_ASM(s32, "code_197F40", GetIdleGoal);
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INCLUDE_ASM(s32, "code_197F40", GetPartTarget);
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INCLUDE_ASM(s32, "code_197F40", GetActorPos);
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INCLUDE_ASM(s32, "code_197F40", GetPartOffset);
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INCLUDE_ASM(s32, "code_197F40", GetPartPos);
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INCLUDE_ASM(s32, "code_197F40", GetHomePos);
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INCLUDE_ASM(s32, "code_197F40", SetActorPos);
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INCLUDE_ASM(s32, "code_197F40", SetPartPos);
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INCLUDE_ASM(s32, "code_197F40", SetEnemyTargetOffset);
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INCLUDE_ASM(s32, "code_197F40", SetAnimation);
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INCLUDE_ASM(s32, "code_197F40", GetAnimation);
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INCLUDE_ASM(s32, "code_197F40", SetAnimationRate);
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INCLUDE_ASM(s32, "code_197F40", SetActorYaw);
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INCLUDE_ASM(s32, "code_197F40", GetActorYaw);
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INCLUDE_ASM(s32, "code_197F40", SetPartYaw);
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INCLUDE_ASM(s32, "code_197F40", GetPartYaw);
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INCLUDE_ASM(s32, "code_197F40", SetActorJumpGravity);
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INCLUDE_ASM(s32, "code_197F40", SetActorIdleJumpGravity);
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INCLUDE_ASM(s32, "code_197F40", SetActorSpeed);
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INCLUDE_ASM(s32, "code_197F40", SetActorIdleSpeed);
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INCLUDE_ASM(s32, "code_197F40", SetPartJumpGravity);
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INCLUDE_ASM(s32, "code_197F40", SetPartMoveSpeed);
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INCLUDE_ASM(s32, "code_197F40", SetJumpAnimations);
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INCLUDE_ASM(s32, "code_197F40", AddActorPos);
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INCLUDE_ASM(s32, "code_197F40", SetActorDispOffset);
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INCLUDE_ASM(s32, "code_197F40", GetPartDispOffset);
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INCLUDE_ASM(s32, "code_197F40", SetPartDispOffset);
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INCLUDE_ASM(s32, "code_197F40", AddPartDispOffset);
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INCLUDE_ASM(s32, "code_197F40", func_8026BF48);
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INCLUDE_ASM(s32, "code_197F40", GetActorVar);
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INCLUDE_ASM(s32, "code_197F40", SetActorVar);
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INCLUDE_ASM(s32, "code_197F40", AddActorVar);
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INCLUDE_ASM(s32, "code_197F40", GetPartMovementVar);
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INCLUDE_ASM(s32, "code_197F40", SetPartMovementVar);
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INCLUDE_ASM(s32, "code_197F40", AddPartMovementVar);
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INCLUDE_ASM(s32, "code_197F40", SetActorRotation);
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INCLUDE_ASM(s32, "code_197F40", SetActorRotationOffset);
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INCLUDE_ASM(s32, "code_197F40", GetActorRotation);
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INCLUDE_ASM(s32, "code_197F40", SetPartRotation);
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INCLUDE_ASM(s32, "code_197F40", SetPartRotationOffset);
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INCLUDE_ASM(s32, "code_197F40", GetPartRotation);
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INCLUDE_ASM(s32, "code_197F40", SetActorScale);
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INCLUDE_ASM(s32, "code_197F40", SetActorScaleModifier);
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INCLUDE_ASM(s32, "code_197F40", GetActorScale);
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INCLUDE_ASM(s32, "code_197F40", SetPartScale);
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INCLUDE_ASM(s32, "code_197F40", GetPartScale);
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INCLUDE_ASM(s32, "code_197F40", GetBattleFlags);
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INCLUDE_ASM(s32, "code_197F40", SetBattleFlagBits);
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INCLUDE_ASM(s32, "code_197F40", GetBattleFlags2);
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INCLUDE_ASM(s32, "code_197F40", SetBattleFlagBits2);
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INCLUDE_ASM(s32, "code_197F40", SetActorFlags);
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INCLUDE_ASM(s32, "code_197F40", SetActorFlagBits);
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INCLUDE_ASM(s32, "code_197F40", GetActorFlags);
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INCLUDE_ASM(s32, "code_197F40", SetPartFlags);
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INCLUDE_ASM(s32, "code_197F40", SetPartFlagBits);
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INCLUDE_ASM(s32, "code_197F40", SetPartTargetFlags);
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INCLUDE_ASM(s32, "code_197F40", SetPartTargetFlagBits);
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INCLUDE_ASM(s32, "code_197F40", GetPartFlags);
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INCLUDE_ASM(s32, "code_197F40", GetPartTargetFlags);
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INCLUDE_ASM(s32, "code_197F40", SetPartEventFlags);
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INCLUDE_ASM(s32, "code_197F40", SetPartEventBits);
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INCLUDE_ASM(s32, "code_197F40", GetPartEventFlags);
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INCLUDE_ASM(s32, "code_197F40", func_8026D51C);
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INCLUDE_ASM(s32, "code_197F40", func_8026D5A4);
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INCLUDE_ASM(s32, "code_197F40", HPBarToHome);
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INCLUDE_ASM(s32, "code_197F40", HPBarToCurrent);
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INCLUDE_ASM(s32, "code_197F40", func_8026D8EC);
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INCLUDE_ASM(s32, "code_197F40", func_8026D940);
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INCLUDE_ASM(s32, "code_197F40", func_8026DA94);
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INCLUDE_ASM(s32, "code_197F40", SummonEnemy);
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INCLUDE_ASM(s32, "code_197F40", GetOwnerID);
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INCLUDE_ASM(s32, "code_197F40", SetOwnerID);
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ApiStatus ActorExists(ScriptInstance* script, s32 isInitialCall) {
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Bytecode isExist;
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Actor* partner = gBattleStatus.partnerActor;
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Bytecode* args = script->ptrReadPos;
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ActorId actorID = get_variable(script, *args++);
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2020-10-16 00:11:56 +02:00
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if (actorID == ActorId_SELF) {
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2020-10-15 05:49:49 +02:00
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actorID = script->ownerActorID;
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}
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isExist = get_actor(actorID) != NULL;
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if ((actorID == ActorId_PARTNER) && (partner == NULL)) {
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isExist = FALSE;
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}
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set_variable(script, *args++, isExist);
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return ApiStatus_DONE2;
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}
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INCLUDE_ASM(s32, "code_197F40", func_8026DEF0);
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INCLUDE_ASM(s32, "code_197F40", func_8026DF88);
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INCLUDE_ASM(s32, "code_197F40", func_8026E020);
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2020-10-16 20:49:18 +02:00
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ApiStatus func_8026E038(ScriptInstance* script, s32 isInitialCall) {
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gBattleStatus.unk_74 = *script->ptrReadPos;
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return ApiStatus_DONE2;
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}
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2020-10-15 05:49:49 +02:00
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2020-10-16 20:49:18 +02:00
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ApiStatus SetBattleInputMask(ScriptInstance* script, s32 isInitialCall) {
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gBattleStatus.inputBitmask = *script->ptrReadPos;
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return ApiStatus_DONE2;
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}
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2020-10-15 05:49:49 +02:00
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INCLUDE_ASM(s32, "code_197F40", SetBattleInputButtons);
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INCLUDE_ASM(s32, "code_197F40", CheckButtonPress);
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INCLUDE_ASM(s32, "code_197F40", CheckButtonHeld);
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INCLUDE_ASM(s32, "code_197F40", CheckButtonDown);
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INCLUDE_ASM(s32, "code_197F40", GetBattleState);
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INCLUDE_ASM(s32, "code_197F40", func_8026E16C);
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INCLUDE_ASM(s32, "code_197F40", func_8026E198);
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INCLUDE_ASM(s32, "code_197F40", func_8026E208);
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INCLUDE_ASM(s32, "code_197F40", func_8026E260);
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INCLUDE_ASM(s32, "code_197F40", PlayerCreateTargetList);
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INCLUDE_ASM(s32, "code_197F40", EnemyCreateTargetList);
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INCLUDE_ASM(s32, "code_197F40", InitTargetIterator);
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INCLUDE_ASM(s32, "code_197F40", SetOwnerTarget);
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INCLUDE_ASM(s32, "code_197F40", ChooseNextTarget);
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INCLUDE_ASM(s32, "code_197F40", func_8026E558);
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INCLUDE_ASM(s32, "code_197F40", GetTargetListLength);
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INCLUDE_ASM(s32, "code_197F40", GetOwnerTarget);
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INCLUDE_ASM(s32, "code_197F40", func_8026E914);
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INCLUDE_ASM(s32, "code_197F40", GetPlayerActorID);
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INCLUDE_ASM(s32, "code_197F40", func_8026E9A0);
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INCLUDE_ASM(s32, "code_197F40", GetDistanceToGoal);
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INCLUDE_ASM(s32, "code_197F40", func_8026EA7C);
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INCLUDE_ASM(s32, "code_197F40", func_8026EB20);
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INCLUDE_ASM(s32, "code_197F40", func_8026EBF8);
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INCLUDE_ASM(s32, "code_197F40", func_8026ED20);
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INCLUDE_ASM(s32, "code_197F40", func_8026EDE4);
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INCLUDE_ASM(s32, "code_197F40", AddActorDecoration);
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INCLUDE_ASM(s32, "code_197F40", RemoveActorDecoration);
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INCLUDE_ASM(s32, "code_197F40", ModifyActorDecoration);
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INCLUDE_ASM(s32, "code_197F40", UseIdleAnimation);
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INCLUDE_ASM(s32, "code_197F40", func_8026F1A0);
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INCLUDE_ASM(s32, "code_197F40", GetStatusFlags);
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INCLUDE_ASM(s32, "code_197F40", RemovePlayerBuffs);
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INCLUDE_ASM(s32, "code_197F40", SetPartAlpha);
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INCLUDE_ASM(s32, "code_197F40", CreatePartShadow);
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INCLUDE_ASM(s32, "code_197F40", RemovePartShadow);
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INCLUDE_ASM(s32, "code_197F40", func_8026F60C);
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INCLUDE_ASM(s32, "code_197F40", SetBattleVar);
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INCLUDE_ASM(s32, "code_197F40", GetBattleVar);
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INCLUDE_ASM(s32, "code_197F40", ResetAllActorSounds);
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INCLUDE_ASM(s32, "code_197F40", SetActorSounds);
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INCLUDE_ASM(s32, "code_197F40", ResetActorSounds);
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INCLUDE_ASM(s32, "code_197F40", SetPartSounds);
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INCLUDE_ASM(s32, "code_197F40", SetActorType);
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INCLUDE_ASM(s32, "code_197F40", ShowShockEffect);
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INCLUDE_ASM(s32, "code_197F40", GetActorAttackBoost);
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INCLUDE_ASM(s32, "code_197F40", GetActorDefenseBoost);
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INCLUDE_ASM(s32, "code_197F40", BoostAttack);
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INCLUDE_ASM(s32, "code_197F40", BoostDefense);
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INCLUDE_ASM(s32, "code_197F40", VanishActor);
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INCLUDE_ASM(s32, "code_197F40", ElectrifyActor);
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INCLUDE_ASM(s32, "code_197F40", HealActor);
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INCLUDE_ASM(s32, "code_197F40", WaitForBuffDone);
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INCLUDE_ASM(s32, "code_197F40", CopyBuffs);
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INCLUDE_ASM(s32, "code_197F40", func_80271210);
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INCLUDE_ASM(s32, "code_197F40", func_80271258);
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INCLUDE_ASM(s32, "code_197F40", func_802712A0);
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INCLUDE_ASM(s32, "code_197F40", func_80271328);
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INCLUDE_ASM(s32, "code_197F40", func_802713B0);
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INCLUDE_ASM(s32, "code_197F40", func_8027143C);
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INCLUDE_ASM(s32, "code_197F40", func_80271484);
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INCLUDE_ASM(s32, "code_197F40", func_80271588);
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INCLUDE_ASM(s32, "code_197F40", dispatch_event_player);
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INCLUDE_ASM(s32, "code_197F40", dispatch_event_player_continue_turn);
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INCLUDE_ASM(s32, "code_197F40", calc_player_test_enemy);
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INCLUDE_ASM(s32, "code_197F40", calc_player_damage_enemy);
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INCLUDE_ASM(s32, "code_197F40", dispatch_damage_event_player);
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INCLUDE_ASM(s32, "code_197F40", dispatch_damage_event_player_0);
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INCLUDE_ASM(s32, "code_197F40", dispatch_damage_event_player_1);
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INCLUDE_ASM(s32, "code_197F40", GetMenuSelection);
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INCLUDE_ASM(s32, "code_197F40", func_80273444);
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INCLUDE_ASM(s32, "code_197F40", PlayerFallToGoal);
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INCLUDE_ASM(s32, "code_197F40", PlayerLandJump);
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INCLUDE_ASM(s32, "code_197F40", PlayerRunToGoal);
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INCLUDE_ASM(s32, "code_197F40", CancelablePlayerRunToGoal);
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INCLUDE_ASM(s32, "code_197F40", GetPlayerHP);
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INCLUDE_ASM(s32, "code_197F40", PlayerDamageEnemy);
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INCLUDE_ASM(s32, "code_197F40", PlayerPowerBounceEnemy);
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INCLUDE_ASM(s32, "code_197F40", PlayerTestEnemy);
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INCLUDE_ASM(s32, "code_197F40", DispatchDamagePlayerEvent);
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INCLUDE_ASM(s32, "code_197F40", EnablePlayerBlur);
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INCLUDE_ASM(s32, "code_197F40", func_802749D8);
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INCLUDE_ASM(s32, "code_197F40", func_802749F8);
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INCLUDE_ASM(s32, "code_197F40", func_80274A18);
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INCLUDE_ASM(s32, "code_197F40", func_802752AC);
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INCLUDE_ASM(s32, "code_197F40", func_80275F00);
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INCLUDE_ASM(s32, "code_197F40", DidActionSucceed);
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INCLUDE_ASM(s32, "code_197F40", func_80276EFC);
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INCLUDE_ASM(s32, "code_197F40", func_80276F1C);
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