#include "common.h" s32 MakeLerp(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; script->varTable[0xC] = get_variable(script, *ptrReadPos++); // start script->varTable[0xD] = get_variable(script, *ptrReadPos++); // end script->varTable[0xF] = get_variable(script, *ptrReadPos++); // duration script->varTable[0xB] = get_variable(script, *ptrReadPos++); // easing type script->varTable[0xE] = 0; return 2; } 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);