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Decompile overlay 1 (Part 3) (#95)
* ZeldaArrangeBinary OK * ZeldaMapBinary 26% * UnkStruct_SceneChange1 -> EntranceInfo * cleanup EntranceInfo ctors * fix regressions * ZeldaMapBinary 47% * fix regressions * ZeldaMapBinary 73% * ZeldaMapBinary 89% * ZeldaMapBinary 99%
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@@ -76,7 +76,7 @@ struct CutsceneParamsEntry {
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};
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CutsceneParamsEntry *Cutscene_GetParamEntry(s32 csIndex);
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s32 func_ov000_020a7840(unk32 param1);
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s32 func_ov000_020a7840(unk32 param1, unk32 param2);
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bool Cutscene_IsAdventureFlagSet(s32 csIndex);
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extern const CutsceneParamsEntry gCSParamsEntries[CutsceneIndex_Max];
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