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46 lines
2.3 KiB
C
46 lines
2.3 KiB
C
#pragma once
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#include "globalctx.h"
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struct Vec3f;
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struct Camera;
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struct RomFile;
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struct Player;
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struct Actor;
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extern void* D_8012D1F0;
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extern Color_RGBA8 D_801614B0;
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extern s32 gTrnsnUnkState;
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 arg2);
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s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
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s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
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void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx);
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void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId);
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void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 camId1, s16 camId2);
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s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx);
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s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx);
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Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId);
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s32 Gameplay_InCsMode(GlobalContext* globalCtx);
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void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
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void Gameplay_SaveSceneFlags(GlobalContext* globalCtx);
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s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
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Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx);
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void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
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void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn);
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void Gameplay_TriggerRespawn(GlobalContext* globalCtx);
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void Gameplay_TriggerVoidOut(GlobalContext* globalCtx);
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void func_800BC490(GlobalContext* globalCtx, s16 point);
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s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
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void func_800BC590(GlobalContext* globalCtx);
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void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
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f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
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void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest);
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s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 arg3);
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void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2);
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s32 func_800C0CB8(GlobalContext* globalCtx);
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s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);
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s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos);
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