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Added symbols and restructured game_status a little bit
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@ -27,13 +27,18 @@ typedef struct {
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/* 0x081 */ s8 unk_81;
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/* 0x081 */ s8 unk_81;
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/* 0x082 */ s8 unk_82;
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/* 0x082 */ s8 unk_82;
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/* 0x083 */ s8 unk_83;
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/* 0x083 */ s8 unk_83;
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/* 0x084 */ char unk_84[0x8];
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/* 0x084 */ char unk_84[2];
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/* 0x086 */ s16 unk_86;
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/* 0x088 */ s16 unk_88;
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/* 0x08A */ s16 unk_8A;
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/* 0x08C */ s16 mapID;
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/* 0x08C */ s16 mapID;
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/* 0x08E */ char unk_8E[0x1A];
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/* 0x08E */ char unk_8E[0x1A];
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/* 0x0A8 */ s8 unk_A8;
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/* 0x0A8 */ s8 unk_A8;
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/* 0x0A9 */ char unk_A9;
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/* 0x0A9 */ char unk_A9;
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/* 0x0AA */ s8 unk_AA;
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/* 0x0AA */ s8 unk_AA;
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/* 0x0AB */ char unk_AB[0x91];
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/* 0x0AB */ char unk_AB[1];
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/* 0x0AC */ s8 unk_AC;
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/* 0x0AD */ char unk_AD[0x8F];
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/* 0x13C */ s16 unk_13C;
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/* 0x13C */ s16 unk_13C;
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/* 0x13E */ char unk_13E[0xA];
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/* 0x13E */ char unk_13E[0xA];
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/* 0x148 */ s16 unk_148;
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/* 0x148 */ s16 unk_148;
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@ -134,6 +139,105 @@ typedef struct {
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/* 0x33E */ char unk_33E[0x2];
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/* 0x33E */ char unk_33E[0x2];
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} player_data; // size = 0x340
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} player_data; // size = 0x340
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typedef enum eActionState {
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actionBounce=4,
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actionConversation=12,
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actionEnemyFirstStrike=27,
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actionFalling=8,
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actionGroundPound=14,
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actionHammer=18,
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actionIdle=0,
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actionJump=3,
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actionLand=10,
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actionLaunch=6,
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actionRide=33,
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actionRun=2,
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actionSpin=26,
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actionSpinJump=13,
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actionSpinningFlower=29,
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actionStepDown=9,
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actionStepUp=34,
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actionUltraJump=15,
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actionUltraPound=16,
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actionUseSpring=38,
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actionWalk=1
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} eActionState;
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typedef enum eFallState {
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Falling=1,
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Rising=0
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} eFallState;
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typedef struct {
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/* 0x000 */ s32 flags;
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/* 0x004 */ u32 animFlags;
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/* 0x008 */ s16 framesOnGround; /* Number of frames since last jump landed */
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/* 0x00A */ char unk_0A[2];
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/* 0x00C */ s8 peachDisguise;
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/* 0x00D */ char unk_0D[3];
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/* 0x010 */ s16 unk_10;
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/* 0x012 */ s16 moveFrames;
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/* 0x014 */ s8 enableCollisionOverlapsCheck;
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/* 0x015 */ s8 statusMenuCounter; /* whether the C-up menu can appear */
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/* 0x016 */ s16 lastGoodPosition[3]; // TODO: Vec3s?
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/* 0x01C */ f32 extraVelocity[3]; // TODO: Vec3f?
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/* 0x028 */ f32 position[3]; //TODO: Vec3f?
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/* 0x034 */ f32 unk_34;
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/* 0x038 */ f32 unk_38;
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/* 0x03C */ char unk_3C[8];
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/* 0x044 */ f32 decorationPos[2];
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/* 0x04C */ char unk_4C[4];
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/* 0x050 */ f32 jumpApexHeight;
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/* 0x054 */ s32 currentSpeed;
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/* 0x058 */ f32 walkSpeed;
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/* 0x05C */ f32 runSpeed;
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/* 0x060 */ char unk_60[4];
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/* 0x064 */ s32 unk_64;
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/* 0x068 */ f32 normalPitch;
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/* 0x06C */ f32 unk_6C;
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/* 0x070 */ f32 gravityIntegrator[4];
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/* 0x080 */ f32 targetYaw;
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/* 0x084 */ f32 currentYaw;
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/* 0x088 */ s32 unk_88;
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/* 0x08C */ char unk_8C[4];
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/* 0x090 */ s32 unk_90;
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/* 0x094 */ s32 unk_94;
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/* 0x098 */ s32 unk_98;
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/* 0x09C */ s32 unk_9C;
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/* 0x0A0 */ f32 heading;
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/* 0x0A4 */ char unk_A4[4];
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/* 0x0A8 */ f32 spriteFacingAngle; /* angle of sprite, relative to camera, from 0 to 180 */
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/* 0x0AC */ char unk_AC[4];
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/* 0x0B0 */ s16 colliderHeight;
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/* 0x0B2 */ s16 colliderDiameter;
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/* 0x0B4 */ eActionState actionState;
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/* 0x0B5 */ eActionState prevActionState;
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/* 0x0B6 */ eFallState fallState;
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/* 0x0B7 */ char unk_B7;
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/* 0x0B8 */ s32 anim;
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/* 0x0BC */ char unk_BC[2];
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/* 0x0BE */ s8 renderMode;
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/* 0x0BF */ s8 unk_BF;
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/* 0x0C0 */ u32* decorationList;
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/* 0x0C4 */ char unk_C4;
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/* 0x0C5 */ s8 unk_C5;
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/* 0x0C6 */ char unk_C6[6];
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/* 0x0CC */ s32 shadowID;
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/* 0x0D0 */ char unk_D0[8];
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/* 0x0D8 */ s32 unk_D8;
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/* 0x0DC */ s32 currentButtons;
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/* 0x0E0 */ s32 pressedButtons;
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/* 0x0E4 */ s32 heldButtons;
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/* 0x0E8 */ f32 stickAxis[2];
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/* 0x0F0 */ s32 currentButtonsBuffer[10];
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/* 0x118 */ s32 pressedButtonsBuffer[10];
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/* 0x140 */ s32 heldButtonsBuffer[10];
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/* 0x168 */ f32 stickXBuffer[10];
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/* 0x190 */ f32 stickYBuffer[10];
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/* 0x1B8 */ s32 inputBufPos;
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/* 0x1BC */ char unk_1BC[0xCC];
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} player_status; // size = 0x288
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typedef struct {
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typedef struct {
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/* 0x00 */ s32 hpIconIndexes[2]; /* hpIconIndex, heartIconIndex */
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/* 0x00 */ s32 hpIconIndexes[2]; /* hpIconIndex, heartIconIndex */
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/* 0x08 */ s32 fpIconIndexes[2]; /* fpIconIndex, flowerIconIndex */
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/* 0x08 */ s32 fpIconIndexes[2]; /* fpIconIndex, flowerIconIndex */
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@ -6,10 +6,17 @@
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extern ui_status gUIStatus;
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extern ui_status gUIStatus;
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extern player_data gPlayerData;
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extern player_data gPlayerData;
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extern player_status gPlayerStatus;
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extern game_status* gGameStatusPtr[1];
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extern game_status* gGameStatusPtr[1];
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extern item_table_entry gItemTable[364];
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extern item_table_entry gItemTable[364];
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extern s16* D_80151328;
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extern s16* D_80151328;
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extern s16 D_8010CD10;
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extern s16 D_8010CD10;
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extern s16 D_8010CD12;
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extern s16 D_8010CD12;
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extern u16 D_800A0940;
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extern u16 D_800A0942;
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extern s16 D_800A0944;
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#endif
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#endif
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@ -1,6 +1,10 @@
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#include "common.h"
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#include "common.h"
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INCLUDE_ASM(code_111f0_len_860, func_80035DF0);
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void func_80035DF0(s16 arg0) {
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s16* tempPtr = &D_800A0942;
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D_800A0942 = arg0;
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}
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INCLUDE_ASM(code_111f0_len_860, func_80035E00);
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INCLUDE_ASM(code_111f0_len_860, func_80035E00);
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@ -10,17 +14,55 @@ INCLUDE_ASM(code_111f0_len_860, func_80035E54);
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INCLUDE_ASM(code_111f0_len_860, func_80035EEC);
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INCLUDE_ASM(code_111f0_len_860, func_80035EEC);
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INCLUDE_ASM(code_111f0_len_860, func_800360FC);
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void func_800360FC(void) {
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game_status* gameStatus = *gGameStatusPtr;
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INCLUDE_ASM(code_111f0_len_860, func_80036130);
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if (gameStatus->unk_AC == 2) {
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func_800E973C();
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}
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}
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void func_80036130(void) {
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game_status* gameStatus = *gGameStatusPtr;
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D_800A0940 = 0x00;
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D_800A0942 = 0x14;
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D_800A0944 = 0x00;
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if (gameStatus->unk_88 != gameStatus->unk_86) {
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gameStatus->unk_8A = 0x01;
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gameStatus->unk_88 = gameStatus->unk_86;
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}
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else {
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gameStatus->unk_8A = 0;
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}
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}
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INCLUDE_ASM(code_111f0_len_860, func_8003617C);
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INCLUDE_ASM(code_111f0_len_860, func_8003617C);
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INCLUDE_ASM(code_111f0_len_860, func_800363FC);
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s32 func_800363FC(void) {
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s32 phi_return;
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INCLUDE_ASM(code_111f0_len_860, func_80036430);
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if ((D_800A0944 == 4) || (phi_return = 4, (D_800A0944 == 0))) {
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phi_return = func_800E973C();
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}
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return phi_return;
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}
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s32 func_80036430(void) {
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player_status* pPlayerStatus = &gPlayerStatus;
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D_800A0940 = 0xFF;
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D_800A0942 = 0x14;
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D_800A0944 = 0x01;
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pPlayerStatus->flags |= 0x1000;
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return pPlayerStatus->flags;
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}
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INCLUDE_ASM(code_111f0_len_860, func_8003646C);
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INCLUDE_ASM(code_111f0_len_860, func_8003646C);
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INCLUDE_ASM(code_111f0_len_860, func_80036640);
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void func_80036640(void) {
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}
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@ -1,8 +1,13 @@
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gGameStatusPtr = 0x8007419C;
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gGameStatusPtr = 0x8007419C;
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gUIStatus = 0x8010EF58;
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gUIStatus = 0x8010EF58;
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gPlayerData = 0x8010F290;
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gPlayerData = 0x8010F290;
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gPlayerStatus = 0x8010EFC8;
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gItemTable = 0x800878E0;
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gItemTable = 0x800878E0;
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D_800A0940 = 0x800A0940;
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D_800A0942 = 0x800A0942;
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D_800A0944 = 0x800A0944;
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D_8010CD10 = 0x8010CD10;
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D_8010CD10 = 0x8010CD10;
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D_8010CD12 = 0x8010CD12;
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D_8010CD12 = 0x8010CD12;
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