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https://github.com/zeldaret/tmc
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Fix paths
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@@ -29,7 +29,7 @@ extern void ResetCollisionLayer(struct Entity_*);
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extern void sub_08004596(struct Entity_*, u32);
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extern u32 sub_080045B4(struct Entity_*, u32, u32);
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extern u32 CalculateDirectionTo(u32, u32, u32, u32);
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extern u32 sub_080045DA(s32, s32);
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extern u32 CalculateDirectionFromOffsets(s32, s32);
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extern u32 sub_080086B4(u32, u32, const u8*);
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extern u32 ResolveCollisionLayer(struct Entity_*);
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extern void sub_0800417E(struct Entity_*, u32);
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@@ -81,7 +81,7 @@ extern void UpdateUIElements(void);
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extern void sub_0801E104(void);
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extern void sub_08030118(u32);
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extern void sub_0803C0AC(Entity*);
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extern void sub_08049CF4(Entity*);
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extern void SetRoomTrackerFlag(Entity*);
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extern u32 sub_0804A024(Entity*, u32, u32);
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extern u32 sub_080542AC(u32);
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extern void DisableRandomDrops();
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@@ -91,10 +91,10 @@ typedef struct {
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u8 area;
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u8 room;
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u16 unk_02;
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u32 unk_04;
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u32 flags; /**< Flags that can be set on the tracked rooms. Used e.g. by the door mimic. (TODO probably to start in the discovered state?)*/
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} RoomMemory;
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extern RoomMemory* gUnk_020354B0;
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extern RoomMemory* gRoomMemoryPtr;
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extern RoomMemory gRoomMemory[];
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// Packets used to store which entities to load in a room
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@@ -54,7 +54,7 @@ void StartPlayerScript(Script* script);
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void sub_0807DD50(Entity* entity);
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void sub_0807DD64(Entity* entity);
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void sub_0807DD80(Entity* entity, Script* script);
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void sub_0807DEDC(Entity*, ScriptExecutionContext*, u32, u32);
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void LookAt(Entity*, ScriptExecutionContext*, u32, u32);
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ScriptExecutionContext* StartCutscene(Entity* entity, Script* script);
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void ExecuteScriptForEntity(Entity* entity, void (*postScriptCallback)(Entity*, ScriptExecutionContext*));
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