mirror of
https://github.com/ACreTeam/ac-decomp
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89 lines
3.0 KiB
C
89 lines
3.0 KiB
C
#ifndef GAME64_H
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#define GAME64_H
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#include "types.h"
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#include "libc/stdarg.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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f32 distance2vol4KITEKI(f32);
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f32 distance2vol4MD(f32);
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extern void Na_InitAudio(void (*fatal_callback)(), u8* load_addr, size_t load_size, u8* bootsound,
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size_t bootsound_size, BOOL cut_flag);
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extern void Na_GameFrame();
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extern void Na_Reset();
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extern void Na_SoftReset();
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extern void Na_Tenki(u8);
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extern void Na_BgmStart(u8);
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extern void Na_BgmCrossfadeStart(u8);
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extern void Na_BgmStop(u16);
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extern void Na_SysTrgStart(u16);
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extern void Na_PlyWalkSe(u16 id, u16 angle, f32 distance);
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extern void Na_PlyWalkSeRoom(u8 a, u16 angle, f32 distance);
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extern void Na_NpcWalkSe(u16 id, u16 angle, f32 distance);
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extern void Na_NpcWalkSeRoom(u8 index, u16 angle, f32 distance);
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extern void Na_PlayerStatusLevel(u8 playerDash, f32 playerSpeed);
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extern void Na_VoiceSe(u8, u8, u8, s16, u8, u8);
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extern void Na_MessageStatus(u8 messageStatus);
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extern void Na_MessageSpeed(u8 messageSpeed);
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extern u8 Na_MessageSpeedGet();
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extern void Na_OngenPos(u32 id, u8 index, u16 angle, f32 distance);
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extern void Na_OngenTrgStartSpeed(u16 num, u16 angle, f32 distance, f32 speed);
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extern void Na_OngenTrgStart(u16 a, u16 angle, f32 distance);
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extern void Na_SetOutMode(u8 outMode);
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extern void Na_SetVoiceMode(u8);
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extern void Na_FloorTrgStart(u8 index, u16 angle, f32 distance);
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extern void Na_SysLevStart(u8);
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extern void Na_SysLevStop(u8);
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extern void Na_Pause(u8 pauseFlag);
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extern void Na_RhythmPos(u32 index, u8 unused, u16 angle, f32 distance);
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extern void Na_SpecChange(int);
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extern void Na_MDPlayerPos(u16 angle, f32 distance, u16 b, u16 c, u32 id);
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extern void Na_BGMVolume(f32 volumeScale, u16 b);
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extern void Na_RestartPrepare();
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extern u8 Na_CheckRestartReady();
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extern void Na_Restart();
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extern u8 Na_SubGameOK();
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extern void Na_KishaStatusTrg(u8);
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extern void Na_KishaStatusLevel(f32 speed, u32 ongenNum1, u16 angle1, f32 distance1, u32 ongenNum2, u16 angle2,
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f32 distance2);
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extern void Na_TTKK_ARM(u8);
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extern void Na_BgmMuteClear();
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extern u8 Na_BgmFadeoutCheck();
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extern u8 Na_SeFadeoutCheck();
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extern void Na_BgmTrOn(u8 subTrack);
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extern void Na_BgmTrOff(u8 subTrack);
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extern void Na_SubGameStart();
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extern void Na_SubGameEnd();
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extern void Na_SceneMode(u8);
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extern u8 Na_RoomIncectPos(int insectID, u8 index, u16 angle, f32 distance);
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extern void Na_FurnitureInstPos(int id, u16 angle, f32 distance);
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extern void Na_TrgSeEcho(u8 echo);
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extern void Na_LevSeEcho(u8 echo);
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extern void Na_BGMFilter(u8 filterStatus);
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extern void Na_RoomType(u8 roomType);
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extern u8 Na_CheckNeosBoot();
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extern void Na_Museum(u8 museumType);
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extern int Na_GetSoundFrameCounter();
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extern void Na_kazagurumaLevel(f32 kazagurumaSpeed);
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// __declspec(weak) extern int OSAttention(const char* msg, ...) {
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// va_list marker;
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// va_start(marker, msg);
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// return vprintf(msg, marker);
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// }
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extern u8 sou_now_bgm_handle;
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extern u8 sou_chime_status;
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#ifdef __cplusplus
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}
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#endif
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#endif
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