#include "common.h" INCLUDE_ASM(code_1f580_len_1940, SetEncounterStatusFlags); s32 LoadDemoBattle(script_context* script) { load_demo_battle(get_variable(script, *script->ptrReadPos)); return 2; } // ??? s32 func_80044290(script_context* script) { return 2; } INCLUDE_ASM(code_1f580_len_1940, MakeNpcs); INCLUDE_ASM(code_1f580_len_1940, RemoveNpc); INCLUDE_ASM(code_1f580_len_1940, RemoveEncounter); INCLUDE_ASM(code_1f580_len_1940, GetBattleOutcome); s32 GetOwnerEncountered(script_context* script) { set_variable(script, *script->ptrReadPos, script->ownerActorID->encountered); return 2; } INCLUDE_ASM(code_1f580_len_1940, DoNpcDefeat); INCLUDE_ASM(code_1f580_len_1940, start_battle); s32 StartBattle(script_context* script) { start_battle(script, -1); return 1; } s32 StartBattleWith(script_context* script) { start_battle(script, get_variable(script, *script->ptrReadPos)); return 1; } INCLUDE_ASM(code_1f580_len_1940, StartBossBattle); INCLUDE_ASM(code_1f580_len_1940, SetBattleMusic); INCLUDE_ASM(code_1f580_len_1940, BindNpcAI); INCLUDE_ASM(code_1f580_len_1940, BindNpcIdle); INCLUDE_ASM(code_1f580_len_1940, RestartNpcAI); INCLUDE_ASM(code_1f580_len_1940, EnableNpcAI); INCLUDE_ASM(code_1f580_len_1940, SetNpcAux); INCLUDE_ASM(code_1f580_len_1940, BindNpcAux); INCLUDE_ASM(code_1f580_len_1940, RestartNpcAux); INCLUDE_ASM(code_1f580_len_1940, EnableNpcAux); INCLUDE_ASM(code_1f580_len_1940, BindNpcInteract); INCLUDE_ASM(code_1f580_len_1940, BindNpcHit); INCLUDE_ASM(code_1f580_len_1940, BindNpcDefeat); INCLUDE_ASM(code_1f580_len_1940, SetSelfVar); INCLUDE_ASM(code_1f580_len_1940, GetSelfVar); INCLUDE_ASM(code_1f580_len_1940, SetNpcVar); INCLUDE_ASM(code_1f580_len_1940, GetNpcVar); INCLUDE_ASM(code_1f580_len_1940, SetSelfRotation); s32 SetSelfEnemyFlags(script_context* script) { script->ownerActorID->flags = *script->ptrReadPos; return 2; } INCLUDE_ASM(code_1f580_len_1940, SetSelfEnemyFlagBits); s32 GetSelfNpcID(script_context* script) { set_variable(script, *script->ptrReadPos, script->ownerActorID->npcID); return 2; } INCLUDE_ASM(code_1f580_len_1940, ClearDefeatedEnemies); INCLUDE_ASM(code_1f580_len_1940, SetEnemyFlagBits); INCLUDE_ASM(code_1f580_len_1940, GetSelfAnimationFromTable);