#ifndef _SCRIPT_API_BATTLE_H_ #define _SCRIPT_API_BATTLE_H_ #include "common_structs.h" #include "si.h" #include "script_api/common.h" ApiStatus EnablePartnerBlur(ScriptInstance* script, s32 isInitialCall); ApiStatus DisablePartnerBlur(ScriptInstance* script, s32 isInitialCall); ApiStatus UseCamPreset(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleCamTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleCamOffsetZ(ScriptInstance* script, s32 isInitialCall); ApiStatus AddBattleCamOffsetZ(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleCamYaw(ScriptInstance* script, s32 isInitialCall); ApiStatus BattleCamTargetActor(ScriptInstance* script, s32 isInitialCall); ApiStatus MoveBattleCamOver(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleCamZoom(ScriptInstance* script, s32 isInitialCall); ApiStatus AddBattleCamZoom(ScriptInstance* script, s32 isInitialCall); ApiStatus FreezeBattleCam(ScriptInstance* script, s32 isInitialCall); ApiStatus close_action_command_instruction_popup(ScriptInstance* script, s32 isInitialCall); ApiStatus ShowMessageBox(ScriptInstance* script, s32 isInitialCall); ApiStatus ShowVariableMessageBox(ScriptInstance* script, s32 isInitialCall); ApiStatus IsMessageBoxDisplayed(ScriptInstance* script, s32 isInitialCall); ApiStatus WaitForMessageBoxDone(ScriptInstance* script, s32 isInitialCall); ApiStatus ForceCloseMessageBox(ScriptInstance* script, s32 isInitialCall); ApiStatus SetMessageBoxDuration(ScriptInstance* script, s32 isInitialCall); ApiStatus ItemDamageEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus ItemAfflictEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus ItemCheckHit(ScriptInstance* script, s32 isInitialCall); ApiStatus ActorSpeak(ScriptInstance* script, s32 isInitialCall); ApiStatus EndActorSpeech(ScriptInstance* script, s32 isInitialCall); ApiStatus ShowBattleChoice(ScriptInstance* script, s32 isInitialCall); ApiStatus OverrideBattleDmaDest(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadBattleDmaData(ScriptInstance* script, s32 isInitialCall); ApiStatus PlaySoundAtActor(ScriptInstance* script, s32 isInitialCall); ApiStatus PlaySoundAtPart(ScriptInstance* script, s32 isInitialCall); ApiStatus SetForegroundModelsVisibleUnchecked(ScriptInstance* script, s32 isInitialCall); ApiStatus SetForegroundModelsVisible(ScriptInstance* script, s32 isInitialCall); ApiStatus MakeStatusField(ScriptInstance* script, s32 isInitialCall); ApiStatus MultiplyByActorScale(ScriptInstance* script, s32 isInitialCall); ApiStatus MultiplyVec2ByActorScale(ScriptInstance* script, s32 isInitialCall); ApiStatus MultiplyVec3ByActorScale(ScriptInstance* script, s32 isInitialCall); ApiStatus ApplyShrinkFromOwner(ScriptInstance* script, s32 isInitialCall); ApiStatus StartRumble(ScriptInstance* script, s32 isInitialCall); ApiStatus HasMerleeCastsLeft(ScriptInstance* script, s32 isInitialCall); ApiStatus FXRecoverHP(ScriptInstance* script, s32 isInitialCall); ApiStatus FXRecoverFP(ScriptInstance* script, s32 isInitialCall); ApiStatus IncrementPlayerHP(ScriptInstance* script, s32 isInitialCall); ApiStatus IncrementPlayerFP(ScriptInstance* script, s32 isInitialCall); ApiStatus create_actor(ScriptInstance* script, s32 isInitialCall); ApiStatus StartRumbleWithParams(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadItemScript(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadFreeItemScript(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadMoveScript(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadActionCommand(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActionSuccess(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActionSuccess(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActionSuccessCopy(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBlockResult(ScriptInstance* script, s32 isInitialCall); ApiStatus CloseActionCommandInfo(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadBattleSection(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattlePhase(ScriptInstance* script, s32 isInitialCall); ApiStatus GetLastElement(ScriptInstance* script, s32 isInitialCall); ApiStatus SetGoalToHome(ScriptInstance* script, s32 isInitialCall); ApiStatus SetIdleGoalToHome(ScriptInstance* script, s32 isInitialCall); ApiStatus SetGoalToIndex(ScriptInstance* script, s32 isInitialCall); ApiStatus GetIndexFromPos(ScriptInstance* script, s32 isInitialCall); ApiStatus GetIndexFromHome(ScriptInstance* script, s32 isInitialCall); ApiStatus CountPlayerTargets(ScriptInstance* script, s32 isInitialCall); ApiStatus ForceHomePos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetHomePos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetGoalToTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartGoalToTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus SetGoalToFirstTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus SetGoalPos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetIdleGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus AddGoalPos(ScriptInstance* script, s32 isInitialCall); ApiStatus GetGoalPos(ScriptInstance* script, s32 isInitialCall); ApiStatus GetIdleGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorPos(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartPos(ScriptInstance* script, s32 isInitialCall); ApiStatus GetHomePos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorPos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartPos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetEnemyTargetOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus SetAnimation(ScriptInstance* script, s32 isInitialCall); ApiStatus GetAnimation(ScriptInstance* script, s32 isInitialCall); ApiStatus SetAnimationRate(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorYaw(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorYaw(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartYaw(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartYaw(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorJumpGravity(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorIdleJumpGravity(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorSpeed(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorIdleSpeed(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartJumpGravity(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartMoveSpeed(ScriptInstance* script, s32 isInitialCall); ApiStatus SetJumpAnimations(ScriptInstance* script, s32 isInitialCall); ApiStatus AddActorPos(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorDispOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartDispOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartDispOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus AddPartDispOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorVar(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorVar(ScriptInstance* script, s32 isInitialCall); ApiStatus AddActorVar(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartMovementVar(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartMovementVar(ScriptInstance* script, s32 isInitialCall); ApiStatus AddPartMovementVar(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorRotation(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorRotationOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorRotation(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartRotation(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartRotationOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartRotation(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorScale(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorScaleModifier(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorScale(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartScale(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartScale(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattleFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleFlagBits(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattleFlags2(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleFlagBits2(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorFlagBits(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartFlagBits(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartTargetFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartTargetFlagBits(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartTargetFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartEventFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartEventBits(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPartEventFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus HPBarToHome(ScriptInstance* script, s32 isInitialCall); ApiStatus HPBarToCurrent(ScriptInstance* script, s32 isInitialCall); ApiStatus SummonEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus GetOwnerID(ScriptInstance* script, s32 isInitialCall); ApiStatus SetOwnerID(ScriptInstance* script, s32 isInitialCall); ApiStatus ActorExists(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleInputMask(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleInputButtons(ScriptInstance* script, s32 isInitialCall); ApiStatus CheckButtonPress(ScriptInstance* script, s32 isInitialCall); ApiStatus CheckButtonHeld(ScriptInstance* script, s32 isInitialCall); ApiStatus CheckButtonDown(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattleState(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerCreateTargetList(ScriptInstance* script, s32 isInitialCall); ApiStatus EnemyCreateTargetList(ScriptInstance* script, s32 isInitialCall); ApiStatus InitTargetIterator(ScriptInstance* script, s32 isInitialCall); ApiStatus SetOwnerTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus ChooseNextTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus GetTargetListLength(ScriptInstance* script, s32 isInitialCall); ApiStatus GetOwnerTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPlayerActorID(ScriptInstance* script, s32 isInitialCall); ApiStatus GetDistanceToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus AddActorDecoration(ScriptInstance* script, s32 isInitialCall); ApiStatus RemoveActorDecoration(ScriptInstance* script, s32 isInitialCall); ApiStatus ModifyActorDecoration(ScriptInstance* script, s32 isInitialCall); ApiStatus UseIdleAnimation(ScriptInstance* script, s32 isInitialCall); ApiStatus GetStatusFlags(ScriptInstance* script, s32 isInitialCall); ApiStatus RemovePlayerBuffs(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartAlpha(ScriptInstance* script, s32 isInitialCall); ApiStatus CreatePartShadow(ScriptInstance* script, s32 isInitialCall); ApiStatus RemovePartShadow(ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleVar(ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattleVar(ScriptInstance* script, s32 isInitialCall); ApiStatus ResetAllActorSounds(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorSounds(ScriptInstance* script, s32 isInitialCall); ApiStatus ResetActorSounds(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartSounds(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorType(ScriptInstance* script, s32 isInitialCall); ApiStatus ShowShockEffect(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorAttackBoost(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorDefenseBoost(ScriptInstance* script, s32 isInitialCall); ApiStatus BoostAttack(ScriptInstance* script, s32 isInitialCall); ApiStatus BoostDefense(ScriptInstance* script, s32 isInitialCall); ApiStatus VanishActor(ScriptInstance* script, s32 isInitialCall); ApiStatus ElectrifyActor(ScriptInstance* script, s32 isInitialCall); ApiStatus HealActor(ScriptInstance* script, s32 isInitialCall); ApiStatus WaitForBuffDone(ScriptInstance* script, s32 isInitialCall); ApiStatus CopyBuffs(ScriptInstance* script, s32 isInitialCall); ApiStatus GetMenuSelection(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerFallToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerLandJump(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerRunToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus CancelablePlayerRunToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus GetPlayerHP(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerDamageEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerPowerBounceEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus PlayerTestEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus DispatchDamagePlayerEvent(ScriptInstance* script, s32 isInitialCall); ApiStatus EnablePlayerBlur(ScriptInstance* script, s32 isInitialCall); ApiStatus DidActionSucceed(ScriptInstance* script, s32 isInitialCall); ApiStatus BindTakeTurn(ScriptInstance* script, s32 isInitialCall); ApiStatus PauseTakeTurn(ScriptInstance* script, s32 isInitialCall); ApiStatus ResumeTakeTurn(ScriptInstance* script, s32 isInitialCall); ApiStatus BindIdle(ScriptInstance* script, s32 isInitialCall); ApiStatus EnableIdleScript(ScriptInstance* script, s32 isInitialCall); ApiStatus BindHandleEvent(ScriptInstance* script, s32 isInitialCall); ApiStatus BindNextTurn(ScriptInstance* script, s32 isInitialCall); ApiStatus JumpToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus IdleJumpToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus JumpWithBounce(ScriptInstance* script, s32 isInitialCall); ApiStatus LandJump(ScriptInstance* script, s32 isInitialCall); ApiStatus FallToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus RunToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus IdleRunToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus JumpPartTo(ScriptInstance* script, s32 isInitialCall); ApiStatus FallPartTo(ScriptInstance* script, s32 isInitialCall); ApiStatus LandJumpPart(ScriptInstance* script, s32 isInitialCall); ApiStatus RunPartTo(ScriptInstance* script, s32 isInitialCall); ApiStatus FlyToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus IdleFlyToGoal(ScriptInstance* script, s32 isInitialCall); ApiStatus FlyPartTo(ScriptInstance* script, s32 isInitialCall); ApiStatus GetLastEvent(ScriptInstance* script, s32 isInitialCall); ApiStatus SetTargetActor(ScriptInstance* script, s32 isInitialCall); ApiStatus SetEnemyHP(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorHP(ScriptInstance* script, s32 isInitialCall); ApiStatus GetEnemyMaxHP(ScriptInstance* script, s32 isInitialCall); ApiStatus RemoveActor(ScriptInstance* script, s32 isInitialCall); ApiStatus DropStarPoints(ScriptInstance* script, s32 isInitialCall); ApiStatus SetDefenseTable(ScriptInstance* script, s32 isInitialCall); ApiStatus SetStatusTable(ScriptInstance* script, s32 isInitialCall); ApiStatus SetIdleAnimations(ScriptInstance* script, s32 isInitialCall); ApiStatus EnemyDamageTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus EnemyFollowupAfflictTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus EnemyTestTarget(ScriptInstance* script, s32 isInitialCall); ApiStatus DispatchDamageEvent(ScriptInstance* script, s32 isInitialCall); ApiStatus DispatchEvent(ScriptInstance* script, s32 isInitialCall); ApiStatus SetTargetOffset(ScriptInstance* script, s32 isInitialCall); ApiStatus EnableActorBlur(ScriptInstance* script, s32 isInitialCall); ApiStatus AfflictActor(ScriptInstance* script, s32 isInitialCall); ApiStatus GetEncounterState(ScriptInstance* script, s32 isInitialCall); ApiStatus YieldTurn(ScriptInstance* script, s32 isInitialCall); ApiStatus SetActorSize(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorSize(ScriptInstance* script, s32 isInitialCall); ApiStatus SetPartSize(ScriptInstance* script, s32 isInitialCall); ApiStatus GetOriginalActorType(ScriptInstance* script, s32 isInitialCall); ApiStatus GetCurrentActorType(ScriptInstance* script, s32 isInitialCall); ApiStatus GetLastDamage(ScriptInstance* script, s32 isInitialCall); ApiStatus EnableActorGlow(ScriptInstance* script, s32 isInitialCall); ApiStatus WasStatusInflicted(ScriptInstance* script, s32 isInitialCall); ApiStatus CopyStatusEffects(ScriptInstance* script, s32 isInitialCall); ApiStatus ClearStatusEffects(ScriptInstance* script, s32 isInitialCall); ApiStatus MakeOwnerTargetIndex(ScriptInstance* script, s32 isInitialCall); ApiStatus GetActorLevel(ScriptInstance* script, s32 isInitialCall); ApiStatus PartnerDamageEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus PartnerAfflictEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus PartnerPowerBounceEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus PartnerTestEnemy(ScriptInstance* script, s32 isInitialCall); ApiStatus DeletePartner(ScriptInstance* script, s32 isInitialCall); ApiStatus GetDamageIntensity(ScriptInstance* script, s32 isInitialCall); ApiStatus ActorAddMovePos(ScriptInstance* script, s32 isInitialCall); ApiStatus LoadStarPowerScript(ScriptInstance* script, s32 isInitialCall); extern Bytecode PlayerScriptDispatcher[]; extern Bytecode PeachScriptDispatcher[]; extern Bytecode ExecutePlayerAction[]; extern Bytecode ExecutePeachAction[]; extern Bytecode HandleEvent_Player[]; extern Bytecode BtlPutPartnerAway[]; extern Bytecode BtlBringPartnerOut[]; extern Bytecode MarioEnterStage[]; extern Bytecode PeachEnterStage[]; extern Bytecode PlayerFirstStrike[]; extern Bytecode StartDefend[]; extern Bytecode RunAwayStart[]; extern Bytecode RunAwayFail[]; extern Bytecode RunAwayReset[]; extern Bytecode PlayEatFX[]; extern Bytecode PlayDrinkFX[]; extern Bytecode UseLifeShroom[]; extern Bytecode MerleeRunOut[]; extern Bytecode MerleeAttackBonus[]; extern Bytecode MerleeDefenseBonus[]; extern Bytecode MerleeExpBonus[]; extern Bytecode PlayerHappy[]; extern Bytecode DoDizzyAttack[]; extern Bytecode RegainAbility[]; extern Bytecode UseMystery[]; extern Bytecode DoSleepHit[]; extern Bytecode DoDizzyHit[]; extern Bytecode DoParalyzeHit[]; extern Bytecode DoPoisonHit[]; extern Bytecode DoStopHit[]; extern Bytecode DoFreezeHit[]; extern Bytecode DoShinkHit[]; extern Bytecode ForceNextTarget[]; extern Bytecode DoNormalHit[]; extern Bytecode DoBurnHit[]; extern Bytecode DoShockHit[]; extern Bytecode DoImmune[]; extern Bytecode DoDeath[]; extern Bytecode Collapse[]; extern Bytecode DoScareAway[]; extern Bytecode DoSpinSmashHit[]; extern Bytecode DoJumpBack[]; extern Bytecode DoReturnHome[]; extern Bytecode DoRecover[]; extern Bytecode DoAirLift[]; extern Bytecode DoBlowAway[]; extern Bytecode Rumble_1[]; extern Bytecode Rumble_2[]; extern Bytecode Rumble_3[]; extern Bytecode Rumble_4[]; extern Bytecode Rumble_5[]; extern Bytecode Rumble_6[]; extern Bytecode Rumble_7[]; extern Bytecode Rumble_Unused_1[]; extern Bytecode Rumble_Unused_2[]; extern Bytecode Rumble_Unused_3[]; extern Bytecode Rumble_Unused_4[]; extern Bytecode CamPreset_A[]; extern Bytecode CamPreset_B[]; extern Bytecode CamPreset_C[]; extern Bytecode CamPreset_D[]; extern Bytecode CamPreset_E[]; extern Bytecode CamPreset_F[]; extern Bytecode CamPreset_G[]; extern Bytecode CamPreset_H[]; extern Bytecode CamPreset_I[]; extern Bytecode CamPreset_J[]; extern Bytecode CamPreset_K[]; extern Bytecode CamPreset_L[]; extern Bytecode CamPreset_M[]; extern Bytecode CamPreset_N[]; #endif