#ifndef _IN_GAME_LV_H #define _IN_GAME_LV_H #include #include "data.h" #include "types.h" u32 getVar80084040(void); void lv0f167af8(void); void lvStopAllMiscSfx(void); s32 lvGetMiscSfxIndex(u32 arg0); void lvSetMiscSfxState(u32 type, bool play); void lvUpdateMiscSfx(void); void lvInit(s32 stagenum); Gfx *lvRenderFade(Gfx *gdl); void lvCancelFade(void); bool lvCheckCmpFollowThreat(struct threat *threat, s32 index); void lvFindThreatsForProp(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5); void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *distances); void lvFindThreats(void); Gfx *lvRender(Gfx *gdl); void lvUpdateSoloHandicaps(void); s32 sub54321(s32 value); void lvUpdateCutsceneTime(void); s32 lvGetSlowMotionType(void); void lvTick(void); void lvTickPlayer(void); void lvCheckPauseStateChanged(void); void lvSetPaused(bool paused); void lvConfigureFade(u32 color, s16 num_frames); bool lvIsFadeActive(void); void lvReset(void); bool lvIsPaused(void); s32 lvGetDifficulty(void); void lvSetDifficulty(s32 difficulty); void lvSetMpTimeLimit60(u32 limit); void lvSetMpScoreLimit(u32 limit); void lvSetMpTeamScoreLimit(u32 limit); f32 lvGetStageTimeInSeconds(void); s32 lvGetStageTime60(void); #endif