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static
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@@ -348,7 +348,7 @@ static void handleBzsStas(int roomid, const BzsSectionHead *section) {
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}
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}
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void parseLayerBzs(int roomid, u32 layer, const LAY *head, const BzsTagToParseFunc *handlerTable, s32 tableSize) {
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static void parseLayerBzs(int roomid, u32 layer, const LAY *head, const BzsTagToParseFunc *handlerTable, s32 tableSize) {
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const LAY *lay = head + layer;
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const BzsSectionHead *newHead = OFS_TO_PTR(BzsSectionHead, lay);
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for (s32 i = 0; i < lay->mCount; i++) {
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@@ -361,7 +361,7 @@ static const BzsTagToParseFunc layerHandlers[] = {
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{'ARCN', handleBzsLayerArcn},
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};
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void handleBzsLay(int roomid, const BzsSectionHead *section) {
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static void handleBzsLay(int roomid, const BzsSectionHead *section) {
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const LAY *lay = OFS_TO_PTR(LAY, section);
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parseLayerBzs(roomid, 0, lay, layerHandlers, ARRAY_LENGTH(layerHandlers));
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if (dScGame_c::currentSpawnInfo.layer != 0) {
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@@ -375,7 +375,7 @@ static const BzsTagToParseFunc layerHandlers2[] = {
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{'STAG', handleBzsStas},
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};
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void handleBzsLay2(int roomid, const BzsSectionHead *section) {
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static void handleBzsLay2(int roomid, const BzsSectionHead *section) {
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const LAY *lay = OFS_TO_PTR(LAY, section);
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parseLayerBzs(roomid, 0, lay, layerHandlers2, ARRAY_LENGTH(layerHandlers2));
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if (dScGame_c::currentSpawnInfo.layer != 0) {
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@@ -392,7 +392,7 @@ static const BzsTagToParseFunc layerHandlers3[] = {
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{'DOOR', handleBzsObj},
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};
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void handleBzsLay3(int roomid, const BzsSectionHead *section) {
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static void handleBzsLay3(int roomid, const BzsSectionHead *section) {
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const LAY *lay = OFS_TO_PTR(LAY, section);
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parseLayerBzs(roomid, 0, lay, layerHandlers3, ARRAY_LENGTH(layerHandlers3));
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if (dScGame_c::currentSpawnInfo.layer != 0) {
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