#include "common.h" INCLUDE_ASM(s32, "code_1A5830", func_80276F50); INCLUDE_ASM(s32, "code_1A5830", dispatch_event_general); INCLUDE_ASM(s32, "code_1A5830", play_hit_sound); INCLUDE_ASM(s32, "code_1A5830", dispatch_event_actor); INCLUDE_ASM(s32, "code_1A5830", calc_enemy_test_target); INCLUDE_ASM(s32, "code_1A5830", calc_enemy_damage_target); INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor); INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_0); INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_1); INCLUDE_ASM(s32, "code_1A5830", BindTakeTurn); INCLUDE_ASM(s32, "code_1A5830", PauseTakeTurn); INCLUDE_ASM(s32, "code_1A5830", ResumeTakeTurn); INCLUDE_ASM(s32, "code_1A5830", BindIdle); INCLUDE_ASM(s32, "code_1A5830", EnableIdleScript); INCLUDE_ASM(s32, "code_1A5830", BindHandleEvent); INCLUDE_ASM(s32, "code_1A5830", BindNextTurn); INCLUDE_ASM(s32, "code_1A5830", JumpToGoal); INCLUDE_ASM(s32, "code_1A5830", IdleJumpToGoal); INCLUDE_ASM(s32, "code_1A5830", JumpToGoalSimple2); INCLUDE_ASM(s32, "code_1A5830", JumpWithBounce); INCLUDE_ASM(s32, "code_1A5830", LandJump); INCLUDE_ASM(s32, "code_1A5830", FallToGoal); INCLUDE_ASM(s32, "code_1A5830", RunToGoal); INCLUDE_ASM(s32, "code_1A5830", IdleRunToGoal); INCLUDE_ASM(s32, "code_1A5830", JumpPartTo); INCLUDE_ASM(s32, "code_1A5830", FallPartTo); INCLUDE_ASM(s32, "code_1A5830", LandJumpPart); INCLUDE_ASM(s32, "code_1A5830", RunPartTo); INCLUDE_ASM(s32, "code_1A5830", update_lerp_battle); INCLUDE_ASM(s32, "code_1A5830", FlyToGoal); INCLUDE_ASM(s32, "code_1A5830", IdleFlyToGoal); INCLUDE_ASM(s32, "code_1A5830", FlyPartTo); INCLUDE_ASM(s32, "code_1A5830", GetLastEvent); INCLUDE_ASM(s32, "code_1A5830", SetTargetActor); INCLUDE_ASM(s32, "code_1A5830", SetEnemyHP); INCLUDE_ASM(s32, "code_1A5830", GetActorHP); INCLUDE_ASM(s32, "code_1A5830", GetEnemyMaxHP); INCLUDE_ASM(s32, "code_1A5830", RemoveActor); INCLUDE_ASM(s32, "code_1A5830", DropStarPoints); INCLUDE_ASM(s32, "code_1A5830", SetDefenseTable); INCLUDE_ASM(s32, "code_1A5830", SetStatusTable); INCLUDE_ASM(s32, "code_1A5830", SetIdleAnimations); INCLUDE_ASM(s32, "code_1A5830", func_8027CC10); INCLUDE_ASM(s32, "code_1A5830", EnemyDamageTarget); INCLUDE_ASM(s32, "code_1A5830", EnemyFollowupAfflictTarget); INCLUDE_ASM(s32, "code_1A5830", EnemyTestTarget); INCLUDE_ASM(s32, "code_1A5830", DispatchDamageEvent); INCLUDE_ASM(s32, "code_1A5830", DispatchEvent); INCLUDE_ASM(s32, "code_1A5830", func_8027D2D8); INCLUDE_ASM(s32, "code_1A5830", func_8027D32C); INCLUDE_ASM(s32, "code_1A5830", SetTargetOffset); INCLUDE_ASM(s32, "code_1A5830", func_8027D434); INCLUDE_ASM(s32, "code_1A5830", func_8027D4C8); INCLUDE_ASM(s32, "code_1A5830", EnableActorBlur); INCLUDE_ASM(s32, "code_1A5830", func_8027D628); INCLUDE_ASM(s32, "code_1A5830", AfflictActor); INCLUDE_ASM(s32, "code_1A5830", func_8027D75C); INCLUDE_ASM(s32, "code_1A5830", GetEncounterState); INCLUDE_ASM(s32, "code_1A5830", YieldTurn); INCLUDE_ASM(s32, "code_1A5830", SetActorSize); INCLUDE_ASM(s32, "code_1A5830", GetActorSize); INCLUDE_ASM(s32, "code_1A5830", SetPartSize); INCLUDE_ASM(s32, "code_1A5830", GetOriginalActorType); INCLUDE_ASM(s32, "code_1A5830", GetCurrentActorType); INCLUDE_ASM(s32, "code_1A5830", GetLastDamage); INCLUDE_ASM(s32, "code_1A5830", EnableActorGlow); INCLUDE_ASM(s32, "code_1A5830", WasStatusInflicted); INCLUDE_ASM(s32, "code_1A5830", CopyStatusEffects); INCLUDE_ASM(s32, "code_1A5830", ClearStatusEffects);