#include "common.h" INCLUDE_ASM(code_f8f60_len_1560, MakeLerp); INCLUDE_ASM(code_f8f60_len_1560, UpdateLerp); INCLUDE_ASM(code_f8f60_len_1560, RandInt); INCLUDE_ASM(code_f8f60_len_1560, GetAngleBetweenNPCs); INCLUDE_ASM(code_f8f60_len_1560, GetAngleToNPC); INCLUDE_ASM(code_f8f60_len_1560, GetAngleToPlayer); INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerApproach); INCLUDE_ASM(code_f8f60_len_1560, IsPlayerWithin); INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerLeave); INCLUDE_ASM(code_f8f60_len_1560, AddVectorPolar); INCLUDE_ASM(code_f8f60_len_1560, setup_path_data); INCLUDE_ASM(code_f8f60_len_1560, func_802D5270); INCLUDE_ASM(code_f8f60_len_1560, LoadPath); INCLUDE_ASM(code_f8f60_len_1560, GetNextPathPos); INCLUDE_ASM(code_f8f60_len_1560, GetDist2D); INCLUDE_ASM(code_f8f60_len_1560, SetValueByRef); INCLUDE_ASM(code_f8f60_len_1560, GetValueByRef); INCLUDE_ASM(code_f8f60_len_1560, EnableStatusMenu); INCLUDE_ASM(code_f8f60_len_1560, ShowStatusMenu); INCLUDE_ASM(code_f8f60_len_1560, SetGameMode); INCLUDE_ASM(code_f8f60_len_1560, ClampAngleInt); INCLUDE_ASM(code_f8f60_len_1560, ClampAngleFloat);