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https://github.com/ACreTeam/ac-decomp
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fix build
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@@ -489,6 +489,14 @@ extern int mNT_check_unknown(mActor_name_t item_no);
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((item) == GOLD_TREE_BEES) \
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)
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#define IS_ITEM_PALM_TREE(item) ((item) >= TREE_PALM_SAPLING && (item) < TREE_PALM_FRUIT)
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#define IS_ITEM_TREE_STUMP(item) ((item >= TREE_STUMP001 && (item) <= TREE_STUMP004) || \
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(item) >= TREE_PALM_STUMP001 && (item) <= TREE_PALM_STUMP004 || \
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(item) >= CEDAR_TREE_STUMP001 && (item) <= CEDAR_TREE_STUMP004 || \
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(item) >= GOLD_TREE_STUMP001 && (item) <= GOLD_TREE_STUMP004 \
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)
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#define IS_ITEM_SHAKEABLE_TREE(item) (IS_ITEM_MED_TREE(item) || IS_ITEM_LARGE_TREE(item) || IS_ITEM_FULL_TREE(item))
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#define IS_ITEM_BEE_TREE(item) ((item) == TREE_BEES || (item) == CEDAR_TREE_BEES || (item) == GOLD_TREE_BEES)
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@@ -1,6 +1,7 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "sys_matrix.h"
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static void eKasamizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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