mirror of
https://github.com/odiecay/chronicle-ps4.git
synced 2026-10-17 12:01:12 +02:00
718 lines
17 KiB
C++
718 lines
17 KiB
C++
#pragma once
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#include "common.h"
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#include "dataalloc_fwd.hpp"
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/**
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* @file
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* Declares the opcodes a dungeon floor's system script can call.
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*
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* The opcodes read their arguments off the script's argument stack and report
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* whether the script may carry on. They reach the floor through `NowDngMap`
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* and the party through `UserStatus`, and address the map's frames and
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* characters through the thirty-two object handles `GetObjHDL` hands out.
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*/
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// Forward declarations for the types these declarations name. The skeleton
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// headers are generated from the retail symbol table, which knows the type
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// names but not where they live.
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struct RS_STACKDATA;
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class CFrame;
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class CCharacter;
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/** References one frame or character exposed by the battle script system. */
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struct BT_OBJ_HANDLE {
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CFrame *frame; /**< Frame referenced when type is zero. */
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CCharacter *character; /**< Character referenced when type is one. */
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s32 type; /**< Selects whether the handle contains a frame or character. */
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};
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/**
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* Clears the battle event state and points the event at the player's party.
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*
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* @mangled BtSystemScriptEventInfoInit__Fv
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* @address 0x1BB060
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* @size 0x198
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*/
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void BtSystemScriptEventInfoInit();
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/** Table of object handles the battle script system can bind. */
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extern BT_OBJ_HANDLE BtObjHdl[32];
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/**
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* Gives one of the thirty-two object handles, or nothing where the index is out of range.
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*
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* @mangled GetObjHDL__Fi
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* @address 0x1BB200
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* @size 0x60
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*/
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BT_OBJ_HANDLE *GetObjHDL(int index);
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/**
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* Reads one floor's system script off the disc and installs its opcode table.
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*
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* @mangled BtSystemScriptLoad__Fi
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* @address 0x1BB260
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* @size 0xAC
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*/
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void BtSystemScriptLoad(int floor);
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/**
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* Puts the battle event camera in place of the player's and clears the object handles.
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*
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* @mangled BtSystemScriptInit__Fv
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* @address 0x1BB310
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* @size 0x2C4
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*/
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void BtSystemScriptInit();
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/**
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* Hands control back to the player's camera and clears what the event set.
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*
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* @mangled BtSystemScriptAfter__Fv
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* @address 0x1BB5E0
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* @size 0x304
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*/
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void BtSystemScriptAfter();
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/**
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* Starts one system event script running out of an arena, giving back what
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* `EdEventInit` reports.
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*
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* @mangled BtSystemScriptRun__FiP14CDataAlloc2_1_
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* @address 0x1BB8F0
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* @size 0x24
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*/
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int BtSystemScriptRun(int event, CDataAlloc2<1> *arena);
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/**
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* Selects the floor used by the next battle-map jump.
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*
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* @mangled BtSetMapJumpFloor__Fi
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* @address 0x1BB920
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* @size 0xC
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*/
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void BtSetMapJumpFloor(int floor);
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/** Floor requested for the next battle-map jump. */
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extern int BtMapJumpFloor;
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/** Name of the map file the next battle-map jump loads. */
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extern char BtLoadMapFileName[32];
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/** Layout of the map the next battle-map jump loads. */
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extern s32 BtLoadMapType;
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/**
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* Gives the floor the party stands on.
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*
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* @mangled _GET_FLOOR_LEVEL__FP12RS_STACKDATAi
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* @address 0x1BBA00
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* @size 0x2C
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*/
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int _GET_FLOOR_LEVEL(RS_STACKDATA *stack, int argument_count);
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/**
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* Moves the party to a floor.
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*
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* @mangled _SET_FLOOR_LEVEL__FP12RS_STACKDATAi
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* @address 0x1BBA30
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* @size 0x34
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*/
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int _SET_FLOOR_LEVEL(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the floor the party came from.
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*
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* @mangled _GET_OLD_FLOOR_LEVEL__FP12RS_STACKDATAi
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* @address 0x1BBA70
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* @size 0x2C
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*/
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int _GET_OLD_FLOOR_LEVEL(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the mode the battle loop is running in.
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*
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* @mangled _GET_ACTION_MODE__FP12RS_STACKDATAi
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* @address 0x1BBAA0
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* @size 0x2C
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*/
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int _GET_ACTION_MODE(RS_STACKDATA *stack, int argument_count);
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/**
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* Opens the window that asks the player to choose one of a list of items.
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*
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* @mangled _ITEM_USE_WINDOW__FP12RS_STACKDATAi
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* @address 0x1BBAD0
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* @size 0xEC
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*/
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int _ITEM_USE_WINDOW(RS_STACKDATA *stack, int argument_count);
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/**
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* Reads one of the dungeon's event flags.
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*
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* @mangled _CHECK_EVENT_FLG__FP12RS_STACKDATAi
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* @address 0x1BBBC0
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* @size 0x50
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*/
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int _CHECK_EVENT_FLG(RS_STACKDATA *stack, int argument_count);
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/**
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* Writes one of the dungeon's fifty event flags.
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*
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* @mangled _SET_EVENT_FLG__FP12RS_STACKDATAi
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* @address 0x1BBC10
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* @size 0x70
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*/
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int _SET_EVENT_FLG(RS_STACKDATA *stack, int argument_count);
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/**
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* Binds an object handle to a named frame of the map, or of one of its parts.
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*
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* @mangled _GET_OBJHDL__FP12RS_STACKDATAi
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* @address 0x1BBC80
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* @size 0x130
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*/
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int _GET_OBJHDL(RS_STACKDATA *stack, int argument_count);
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/**
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* Puts the object a handle names at a world position.
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*
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* @mangled _SET_OBJHDL_POS__FP12RS_STACKDATAi
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* @address 0x1BBDB0
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* @size 0xF8
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*/
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int _SET_OBJHDL_POS(RS_STACKDATA *stack, int argument_count);
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/**
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* Turns the object a handle names to three wrapped angles.
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*
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* @mangled _SET_OBJHDL_ROT__FP12RS_STACKDATAi
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* @address 0x1BBEB0
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* @size 0x180
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*/
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int _SET_OBJHDL_ROT(RS_STACKDATA *stack, int argument_count);
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/**
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* Sets whether the object a handle names is drawn.
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*
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* @mangled _SET_OBJHDL_DRAW_FLAG__FP12RS_STACKDATAi
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* @address 0x1BC030
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* @size 0xC4
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*/
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int _SET_OBJHDL_DRAW_FLAG(RS_STACKDATA *stack, int argument_count);
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/**
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* Reads the world position of the object a handle names.
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*
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* @mangled _GET_OBJHDL_POS__FP12RS_STACKDATAi
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* @address 0x1BC100
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* @size 0xEC
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*/
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int _GET_OBJHDL_POS(RS_STACKDATA *stack, int argument_count);
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/**
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* Reads the heading of the object a handle names.
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*
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* @mangled _GET_OBJHDL_ROT__FP12RS_STACKDATAi
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* @address 0x1BC1F0
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* @size 0x10C
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*/
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int _GET_OBJHDL_ROT(RS_STACKDATA *stack, int argument_count);
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/**
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* Requests a transition to the back dungeon.
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*
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* @mangled _SET_URA_DUNGEON__FP12RS_STACKDATAi
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* @address 0x1BC300
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* @size 0x18
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*/
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int _SET_URA_DUNGEON(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the world position the event was started at.
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*
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* @mangled _GET_EVENT_POS__FP12RS_STACKDATAi
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* @address 0x1BC320
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* @size 0x5C
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*/
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int _GET_EVENT_POS(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the heading the event was started with.
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*
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* @mangled _GET_EVENT_ROT__FP12RS_STACKDATAi
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* @address 0x1BC380
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* @size 0x5C
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*/
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int _GET_EVENT_ROT(RS_STACKDATA *stack, int argument_count);
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/**
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* Opens the dungeon entrance window and retains its result slot.
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*
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* @mangled _OPEN_ENTRANCE_WINDOW__FP12RS_STACKDATAi
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* @address 0x1BC3E0
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* @size 0x3C
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*/
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int _OPEN_ENTRANCE_WINDOW(RS_STACKDATA *stack, int argument_count);
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/**
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* Opens the dungeon escape window and retains its result slot.
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*
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* @mangled _OPEN_ESCAPE_WINDOW__FP12RS_STACKDATAi
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* @address 0x1BC420
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* @size 0x58
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*/
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int _OPEN_ESCAPE_WINDOW(RS_STACKDATA *stack, int argument_count);
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/**
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* Requests entry into the selected dungeon floor.
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*
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* @mangled _GO_DUNGEON__FP12RS_STACKDATAi
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* @address 0x1BC480
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* @size 0x18
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*/
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int _GO_DUNGEON(RS_STACKDATA *stack, int argument_count);
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/**
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* Names the map file and type the next floor loads from.
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*
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* @mangled _SET_DUNGEON_MAP__FP12RS_STACKDATAi
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* @address 0x1BC4A0
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* @size 0x64
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*/
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int _SET_DUNGEON_MAP(RS_STACKDATA *stack, int argument_count);
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/**
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* Loads the map the previous opcode named.
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*
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* @mangled _LOAD_DUNGEON_MAP2__FP12RS_STACKDATAi
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* @address 0x1BC510
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* @size 0x40
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*/
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int _LOAD_DUNGEON_MAP2(RS_STACKDATA *stack, int argument_count);
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/**
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* Reloads and arranges the monsters on the current floor.
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*
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* @mangled _LOAD_MONSTOR__FP12RS_STACKDATAi
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* @address 0x1BC550
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* @size 0x30
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*/
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int _LOAD_MONSTOR(RS_STACKDATA *stack, int argument_count);
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/**
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* Lays out the floor, randomly or freely according to the map's own setting.
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*
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* @mangled _SET_RANDOM_MAP__FP12RS_STACKDATAi
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* @address 0x1BC580
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* @size 0x50
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*/
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int _SET_RANDOM_MAP(RS_STACKDATA *stack, int argument_count);
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/**
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* Turns one of the floor's event switches on or off.
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*
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* @mangled _SET_EVENT_SW__FP12RS_STACKDATAi
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* @address 0x1BC5D0
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* @size 0x5C
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*/
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int _SET_EVENT_SW(RS_STACKDATA *stack, int argument_count);
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/**
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* Puts a monster on the floor, optionally clearing the ones already there first.
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*
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* @mangled _SET_MONSTOR_ID__FP12RS_STACKDATAi
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* @address 0x1BC630
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* @size 0x1BC
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*/
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int _SET_MONSTOR_ID(RS_STACKDATA *stack, int argument_count);
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/**
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* Reports how many of one kind of Atla the party is carrying.
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*
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* @mangled _CHK_ATRA_HAVE__FP12RS_STACKDATAi
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* @address 0x1BC7F0
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* @size 0x8C
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*/
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int _CHK_ATRA_HAVE(RS_STACKDATA *stack, int argument_count);
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/**
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* Puts an Atla sphere on the floor at a world position.
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*
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* @mangled _SET_ATRA__FP12RS_STACKDATAi
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* @address 0x1BC880
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* @size 0x7C
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*/
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int _SET_ATRA(RS_STACKDATA *stack, int argument_count);
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/**
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* Puts a treasure chest on the floor at a world position.
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*
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* @mangled _SET_IBOX__FP12RS_STACKDATAi
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* @address 0x1BC900
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* @size 0x84
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*/
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int _SET_IBOX(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the character the player is controlling.
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*
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* @mangled _GET_NOW_USER_ID__FP12RS_STACKDATAi
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* @address 0x1BC990
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* @size 0x5C
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*/
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int _GET_NOW_USER_ID(RS_STACKDATA *stack, int argument_count);
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/**
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* Queues another system script to run when this one ends.
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*
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* @mangled _RUN_SCRIPT_NO__FP12RS_STACKDATAi
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* @address 0x1BC9F0
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* @size 0xC0
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*/
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int _RUN_SCRIPT_NO(RS_STACKDATA *stack, int argument_count);
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/**
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* Queues the script that clears the floor's monsters.
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*
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* @mangled _CLEAN_MONSTOR_SCRIPT_NO__FP12RS_STACKDATAi
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* @address 0x1BCAB0
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* @size 0x78
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*/
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int _CLEAN_MONSTOR_SCRIPT_NO(RS_STACKDATA *stack, int argument_count);
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/**
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* Binds an object handle to one of the floor's four non-player characters.
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*
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* @mangled _GET_NPC_OBJHDL__FP12RS_STACKDATAi
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* @address 0x1BCB30
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* @size 0xCC
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*/
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int _GET_NPC_OBJHDL(RS_STACKDATA *stack, int argument_count);
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/**
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* Starts a motion on one of the floor's non-player characters.
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*
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* @mangled _SET_MOTION_OBJHDL__FP12RS_STACKDATAi
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* @address 0x1BCC00
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* @size 0x138
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*/
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int _SET_MOTION_OBJHDL(RS_STACKDATA *stack, int argument_count);
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/**
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* Sets whether one of the floor's non-player characters takes part.
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*
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* @mangled _SET_NPC_ON_OFF__FP12RS_STACKDATAi
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* @address 0x1BCD40
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* @size 0x84
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*/
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int _SET_NPC_ON_OFF(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the key the floor's gate wants.
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*
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* @mangled _GET_GATEKEY_NO__FP12RS_STACKDATAi
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* @address 0x1BCDD0
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* @size 0x2C
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*/
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int _GET_GATEKEY_NO(RS_STACKDATA *stack, int argument_count);
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/**
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* Sets whether the player's weapon is drawn.
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*
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* @mangled _USER_WEAPON_DRAW__FP12RS_STACKDATAi
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* @address 0x1BCE00
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* @size 0x40
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*/
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int _USER_WEAPON_DRAW(RS_STACKDATA *stack, int argument_count);
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/**
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* Puts one of the six party members in the player's hands, remembering who was there.
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*
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* @mangled _SET_MAIN_CHR2__FP12RS_STACKDATAi
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* @address 0x1BCE40
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* @size 0x9C
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*/
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int _SET_MAIN_CHR2(RS_STACKDATA *stack, int argument_count);
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/**
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* Selects again, with mode 0, the character _SET_MAIN_CHR2 last asked for, and clears the record.
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*
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* @mangled _RESET_MAIN_CHR__FP12RS_STACKDATAi
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* @address 0x1BCEE0
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* @size 0x50
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*/
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int _RESET_MAIN_CHR(RS_STACKDATA *stack, int argument_count);
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/**
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* Fences the party into a zone and loads the sound that warns them of it.
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*
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* @mangled _SET_LIMMIT_ZONE__FP12RS_STACKDATAi
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* @address 0x1BCF30
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* @size 0x40
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*/
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int _SET_LIMMIT_ZONE(RS_STACKDATA *stack, int argument_count);
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/**
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* Marks the party dead.
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*
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* @mangled _SET_DEAD_FLAG__FP12RS_STACKDATAi
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* @address 0x1BCF70
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* @size 0x28
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*/
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int _SET_DEAD_FLAG(RS_STACKDATA *stack, int argument_count);
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/**
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* Sets whether the floor draws at all.
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*
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* @mangled _ALL_DRAW_FLAG__FP12RS_STACKDATAi
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* @address 0x1BCFA0
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* @size 0x34
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*/
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int _ALL_DRAW_FLAG(RS_STACKDATA *stack, int argument_count);
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/**
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* Opens the current floor's title display.
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*
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* @mangled _SET_FLOOR_TITLE__FP12RS_STACKDATAi
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* @address 0x1BCFE0
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* @size 0x24
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*/
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int _SET_FLOOR_TITLE(RS_STACKDATA *stack, int argument_count);
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/**
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* Gives the element the floor's sealed door wants.
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*
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* @mangled _GET_RUBY_ELEMENT__FP12RS_STACKDATAi
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* @address 0x1BD010
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* @size 0x28
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*/
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int _GET_RUBY_ELEMENT(RS_STACKDATA *stack, int argument_count);
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/**
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* Reads an element off the stack and discards it.
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*
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* @mangled _SET_RUBY_ELEMENT__FP12RS_STACKDATAi
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* @address 0x1BD040
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* @size 0x24
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*/
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int _SET_RUBY_ELEMENT(RS_STACKDATA *stack, int argument_count);
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/**
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* Suppresses the plate that names the floor.
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*
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* @mangled _SET_FLOOR_TITLE_OFF__FP12RS_STACKDATAi
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* @address 0x1BD070
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* @size 0x14
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*/
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int _SET_FLOOR_TITLE_OFF(RS_STACKDATA *stack, int argument_count);
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/**
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* Restores the zone the party was fenced into and its warning sound.
|
|
*
|
|
* @mangled _SET_RES_LIMMIT_ZONE__FP12RS_STACKDATAi
|
|
* @address 0x1BD090
|
|
* @size 0x50
|
|
*/
|
|
int _SET_RES_LIMMIT_ZONE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Clears the recorded progress through the Demon Shaft.
|
|
*
|
|
* @mangled _CLEAR_DEAMON_SHAFT__FP12RS_STACKDATAi
|
|
* @address 0x1BD0E0
|
|
* @size 0x28
|
|
*/
|
|
int _CLEAR_DEAMON_SHAFT(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Starts the swarm of bees on one of the party's characters.
|
|
*
|
|
* @mangled _INIT_BEE__FP12RS_STACKDATAi
|
|
* @address 0x1BD110
|
|
* @size 0x64
|
|
*/
|
|
int _INIT_BEE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Ends the swarm of bees.
|
|
*
|
|
* @mangled _END_BEE__FP12RS_STACKDATAi
|
|
* @address 0x1BD180
|
|
* @size 0x18
|
|
*/
|
|
int _END_BEE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Reports whether the Eastern king's puzzle has been completed.
|
|
*
|
|
* @mangled _EASTKING_COMPLETE__FP12RS_STACKDATAi
|
|
* @address 0x1BD1A0
|
|
* @size 0x40
|
|
*/
|
|
int _EASTKING_COMPLETE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Gives the trap on the chest the party is opening.
|
|
*
|
|
* @mangled _GET_ITEM_TRAPID__FP12RS_STACKDATAi
|
|
* @address 0x1BD1E0
|
|
* @size 0x44
|
|
*/
|
|
int _GET_ITEM_TRAPID(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Clears the trap on the chest the party is opening.
|
|
*
|
|
* @mangled _RESET_ITEM_TRAP__FP12RS_STACKDATAi
|
|
* @address 0x1BD230
|
|
* @size 0x34
|
|
*/
|
|
int _RESET_ITEM_TRAP(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Sets off an explosion above the party and pushes it away from them.
|
|
*
|
|
* @mangled _BOM_SET__FP12RS_STACKDATAi
|
|
* @address 0x1BD270
|
|
* @size 0x100
|
|
*/
|
|
int _BOM_SET(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Inflicts a status ailment on the party and raises the collision that shows it.
|
|
*
|
|
* @mangled _SET_STATUS_ERR__FP12RS_STACKDATAi
|
|
* @address 0x1BD370
|
|
* @size 0x90
|
|
*/
|
|
int _SET_STATUS_ERR(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Reports the state of the Mardan Garayan fishing quest.
|
|
*
|
|
* @mangled _CHECK_MARDAN__FP12RS_STACKDATAi
|
|
* @address 0x1BD400
|
|
* @size 0x34
|
|
*/
|
|
int _CHECK_MARDAN(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Keeps the controlled character across the end of the event.
|
|
*
|
|
* @mangled _NO_RESET_CHARA_NO__FP12RS_STACKDATAi
|
|
* @address 0x1BD440
|
|
* @size 0x14
|
|
*/
|
|
int _NO_RESET_CHARA_NO(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Reports whether a party member is waiting to be rescued.
|
|
*
|
|
* @mangled _CHECK_CHR_HELP__FP12RS_STACKDATAi
|
|
* @address 0x1BD460
|
|
* @size 0x2C
|
|
*/
|
|
int _CHECK_CHR_HELP(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Holds the item event of a number back in both event managers.
|
|
*
|
|
* @mangled _HOLD_ITEM_EVENT__FP12RS_STACKDATAi
|
|
* @address 0x1BD490
|
|
* @size 0x58
|
|
*/
|
|
int _HOLD_ITEM_EVENT(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Stops the current battle music.
|
|
*
|
|
* @mangled _STOP_BATTLE_BGM__FP12RS_STACKDATAi
|
|
* @address 0x1BD4F0
|
|
* @size 0x24
|
|
*/
|
|
int _STOP_BATTLE_BGM(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Keeps status ailments across the end of the event.
|
|
*
|
|
* @mangled _NO_STATUS_RECOVER__FP12RS_STACKDATAi
|
|
* @address 0x1BD520
|
|
* @size 0x14
|
|
*/
|
|
int _NO_STATUS_RECOVER(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Records the party's progress through a quest dungeon.
|
|
*
|
|
* @mangled _SET_QUEST_DUNGEON__FP12RS_STACKDATAi
|
|
* @address 0x1BD540
|
|
* @size 0x5C
|
|
*/
|
|
int _SET_QUEST_DUNGEON(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Gives the dungeon the party is in, counted from one.
|
|
*
|
|
* @mangled _GET_MAP_CODE__FP12RS_STACKDATAi
|
|
* @address 0x1BD5A0
|
|
* @size 0x30
|
|
*/
|
|
int _GET_MAP_CODE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Loads the icons used by the active item slots.
|
|
*
|
|
* @mangled _SET_ACTIVE_ITEM_ICON__FP12RS_STACKDATAi
|
|
* @address 0x1BD5D0
|
|
* @size 0x24
|
|
*/
|
|
int _SET_ACTIVE_ITEM_ICON(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Gives the party member a weapon item belongs to, or -1 for an item that is not a weapon.
|
|
*
|
|
* @mangled _GET_ITEM_UNIT_NO__FP12RS_STACKDATAi
|
|
* @address 0x1BD600
|
|
* @size 0xE4
|
|
*/
|
|
int _GET_ITEM_UNIT_NO(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Turns the chest the party is opening.
|
|
*
|
|
* @mangled _SET_IBOX_ANGLE__FP12RS_STACKDATAi
|
|
* @address 0x1BD6F0
|
|
* @size 0x44
|
|
*/
|
|
int _SET_IBOX_ANGLE(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Closes the chest the party is opening and drops it out of sight.
|
|
*
|
|
* @mangled _SET_IBOX_FINISH__FP12RS_STACKDATAi
|
|
* @address 0x1BD740
|
|
* @size 0x50
|
|
*/
|
|
int _SET_IBOX_FINISH(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Gives the two items the clown trades on this floor.
|
|
*
|
|
* @mangled _GET_PIERO_ITEM__FP12RS_STACKDATAi
|
|
* @address 0x1BD790
|
|
* @size 0x64
|
|
*/
|
|
int _GET_PIERO_ITEM(RS_STACKDATA *stack, int argument_count);
|
|
|
|
/**
|
|
* Fills the opcode table from the extension list, refusing a list that names one twice.
|
|
*
|
|
* @mangled AddSystemEventScript__Fv
|
|
* @address 0x1BD800
|
|
* @size 0xFC
|
|
*/
|
|
void AddSystemEventScript();
|