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Effect EnFire OK (#977)
* OK * Gameplay keep fire * & * &2 * PR * Fire textures * Second mask
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@@ -568,7 +568,7 @@ void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity
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// void EffectSsFireTail_Spawn(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE4 uParm4, Vec3f* param_5, UNK_TYPE2 param_6, Color_RGBA8* param_7, Color_RGBA8* param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE4 param_11);
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// void EffectSsFireTail_SpawnFlame(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6);
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// void EffectSsFireTail_SpawnFlameOnPlayer(void);
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 params, s16 flags, s16 bodyPart);
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// void EffectSsEnFire_SpawnVec3s(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);
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void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s32 unk);
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