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+19
-29
@@ -1654,7 +1654,7 @@ s16 func_80105318(void);
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void func_8010549C(PlayState* play, void* segmentAddress);
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void func_8010565C(PlayState* play, u8 num, void* segmentAddress);
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void func_80105818(PlayState* play, u32 uParm2, TransitionActorEntry* puParm3);
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void func_80105A40(void);
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void func_80105A40(PlayState* play);
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void func_80105B34(PlayState* play);
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void func_80105C40(s16 arg0);
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// void func_80105FE0(void);
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@@ -1731,7 +1731,7 @@ s32 func_8010A0A4(PlayState* play);
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// void func_8010A2AC(PlayState* play);
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void Minimap_SavePlayerRoomInitInfo(PlayState* play);
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void Map_InitRoomData(PlayState* play, s16 room);
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// void Map_Destroy(void);
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void Map_Destroy(PlayState* play);
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// void Map_Init(PlayState* play);
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// void Minimap_Draw(PlayState* play);
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// void Map_Update(PlayState* play);
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@@ -1810,26 +1810,19 @@ Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b);
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void OLib_DbCameraVec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode);
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void OLib_DbCameraVec3fSum(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode);
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// void func_8010CB80(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10);
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// void func_8010CD98(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10);
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Gfx* func_8010CD98(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy);
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// void func_8010CFBC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE2 param_11, UNK_TYPE2 param_12, UNK_TYPE2 param_13, UNK_TYPE2 param_14);
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// void func_8010D2D4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE2 param_11);
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// void func_8010D480(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE2 param_11, UNK_TYPE2 param_12, UNK_TYPE2 param_13, UNK_TYPE2 param_14, UNK_TYPE4 param_15, UNK_TYPE4 param_16);
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// void func_8010D7D0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10);
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Gfx* func_8010D7D0(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy);
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// void func_8010D9F4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11, UNK_TYPE4 param_12, UNK_TYPE2 param_13, UNK_TYPE2 param_14);
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// void func_8010DC58(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5);
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Gfx* func_8010DC58(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, u16 i);
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// void func_8010DE38(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6);
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// void func_8010E028(void);
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// void func_8010E968(void);
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void func_8010E9F0(s16 arg0, s16 arg1);
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void func_8010EA9C(s32 arg0, s32 arg1);
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// void func_8010EB50(void);
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// void func_8010EBA0(void);
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// void func_8010EC54(void);
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void Interface_StartTimer(s16 timerId, s16 seconds);
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void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState);
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void func_8010EE74(PlayState* play, s32 day);
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void Interface_ChangeAlpha(u16 param_1);
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// void func_8010EF9C(void);
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// void func_8010F0D4(void);
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// void func_8010F1A8(void);
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void Interface_SetHudVisibility(u16 hudVisibility);
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// void func_80110038(void);
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// void func_80111CB4(void);
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void func_801129E4(PlayState* play);
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@@ -1876,17 +1869,14 @@ void func_8011B4E0(PlayState* play, s32 arg1);
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// void func_8011B9E0(void);
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// void func_8011BF70(void);
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// void func_8011C4C4(void);
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void func_8011C808(PlayState* play);
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// void func_8011C898(void);
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// void func_8011CA64(void);
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// void func_8011E3B4(void);
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void Interface_StartMoonCrash(PlayState* play);
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// void func_8011E730(void);
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void Interface_Draw(PlayState* play);
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// void func_80120F90(void);
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// void func_80121000(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE1 param_8, UNK_TYPE1 param_9, UNK_TYPE1 param_10, UNK_TYPE4 param_11, UNK_TYPE4 param_12, UNK_TYPE4 param_13, UNK_TYPE4 param_14);
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// void func_80121064(void);
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void Interface_Update(PlayState* play);
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void func_80121F94(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void func_80121FC4(PlayState* play);
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Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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@@ -1906,7 +1896,7 @@ void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 al
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void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1);
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void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1);
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u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
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u8 Player_GetCurMaskItemId(PlayState* play);
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s32 Player_GetCurMaskItemId(PlayState* play);
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void func_80122F28(Player* player);
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s32 func_80122F9C(PlayState* play);
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s32 func_80122FCC(PlayState* play);
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@@ -1953,7 +1943,7 @@ s32 Player_ActionToExplosive(Player* player, s32 actionParam);
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s32 Player_GetExplosiveHeld(Player* player);
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s32 func_80124278(Actor* actor, s32 arg1);
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s32 func_801242B4(Player* player);
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s32 func_801242DC(PlayState* play);
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s32 Player_GetEnvTimerType(PlayState* play);
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void func_80124420(Player* player);
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void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
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void func_801246F4(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
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@@ -2100,7 +2090,7 @@ s32 Inventory_GetBtnBItem(PlayState* play);
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void Inventory_ChangeEquipment(s16 value);
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u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment);
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void Inventory_ChangeUpgrade(s16 upgrade, u32 value);
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s32 Inventory_IsMapVisible(s16 sceneNum);
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s32 Inventory_IsMapVisible(s16 sceneId);
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void Inventory_SetMapVisibility(s16 tingleIndex);
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void Inventory_SaveDekuPlaygroundHighScore(s16 timerId);
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void Inventory_IncrementSkullTokenCount(s16 sceneIndex);
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@@ -2186,8 +2176,8 @@ void Scene_DrawConfig5(PlayState* play);
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void Scene_DrawConfigMatAnimManualStep(PlayState* play);
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void Scene_DrawConfigGreatBayTemple(PlayState* play);
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EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
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s32 Entrance_GetSceneNum(u16 entrance);
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s32 Entrance_GetSceneNumAbsolute(u16 entrance);
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s32 Entrance_GetSceneId(u16 entrance);
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s32 Entrance_GetSceneIdAbsolute(u16 entrance);
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s32 Entrance_GetSpawnNum(u16 entrance);
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s32 Entrance_GetTransitionFlags(u16 entrance);
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s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
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@@ -2405,7 +2395,7 @@ void func_8014D304(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_
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// void func_8014D7B4(void);
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void func_80150A84(PlayState* play);
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void func_80150D08(PlayState* play, u32 uParm2);
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// void func_801514B0(void);
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void func_801514B0(PlayState* play, u16 arg1, u8 arg2);
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void Message_StartTextbox(PlayState* play, u16 textId, Actor* Actor);
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void func_80151938(PlayState* play, u16 textId);
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void func_80151A68(PlayState* play, u16 textId);
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@@ -2571,7 +2561,7 @@ s32 Play_ChangeCameraSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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u16 Play_GetActorCsCamSetting(PlayState* play, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* play, s32 csCamDataIndex);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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s16 Play_GetOriginalSceneId(s16 sceneId);
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void Play_SaveCycleSceneFlags(GameState* gameState);
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void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
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@@ -2710,8 +2700,8 @@ void Main(void* arg);
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u32 Padmgr_GetControllerBitmask(void);
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void func_80174F24(void (*arg0)(void*), void* arg1);
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void func_80174F44(void (*arg0)(void*), void* arg1);
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// void func_80174F7C(void);
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// void func_80174F9C(void);
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void func_80174F7C(void (*arg0)(s32), void* arg1);
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void func_80174F9C(void (*arg0)(s32), void* arg1);
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// OSMesgQueue* Padmgr_GetEventCallback(void);
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// void func_80175008(void);
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void Padmgr_SetEventCallback(OSMesg pvParm1);
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