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https://github.com/zeldaret/tp
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@@ -389,6 +389,10 @@ public:
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mWindow[i].setMode(mode);
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}
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char* getLastPlayStageName() { return mLastPlayStageName; }
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u8 getGameoverStatus() { return mGameoverStatus; }
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public:
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/* 0x00000 */ dBgS mBgs;
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/* 0x01404 */ dCcS mCcs;
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@@ -651,6 +655,7 @@ void dComIfG_get_timelayer(int* layer);
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int dComIfG_resDelete(request_of_phase_process_class* i_phase, char const* resName);
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int dComIfG_changeOpeningScene(scene_class* scene, s16 procName);
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int dComIfG_resLoad(request_of_phase_process_class* i_phase, char const* arc_name);
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BOOL dComIfGs_isStageSwitch(int i_stageNo, int i_no);
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inline void dComIfG_setBrightness(u8 brightness) {
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g_dComIfG_gameInfo.mFadeBrightness = brightness;
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@@ -2059,6 +2064,14 @@ inline void dComIfGp_evmng_cutEnd(int param_0) {
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dComIfGp_getPEvtManager()->cutEnd(param_0);
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}
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inline int i_dComIfGp_evmng_getMyStaffId(const char* pName, fopAc_ac_c* pActor, int param_2) {
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return dComIfGp_getPEvtManager()->getMyStaffId(pName, pActor, param_2);
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}
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inline int dComIfGp_evmng_getIsAddvance(int param_0) {
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return dComIfGp_getPEvtManager()->getIsAddvance(param_0);
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}
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inline int* dComIfGp_evmng_getMyIntegerP(int index, char* name) {
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return (int*)dComIfGp_getPEvtManager()->getMySubstanceP(index, name, dEvDtData_c::TYPE_INT);
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}
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@@ -2071,6 +2084,14 @@ inline f32* dComIfGp_evmng_getMyFloatP(int index, char* name) {
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return (f32*)dComIfGp_getPEvtManager()->getMySubstanceP(index, name, dEvDtData_c::TYPE_FLOAT);
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}
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inline cXyz* dComIfGp_evmng_getMyXyzP(int index, char* name) {
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return (cXyz*)dComIfGp_getPEvtManager()->getMySubstanceP(index, name, dEvDtData_c::TYPE_VEC);
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}
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inline int dComIfGp_evmng_getMySubstanceNum(int index, char* name) {
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return dComIfGp_getPEvtManager()->getMySubstanceNum(index, name);
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}
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inline void dComIfGp_evmng_create() {
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g_dComIfG_gameInfo.play.getEvtManager().create();
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}
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@@ -2253,4 +2274,12 @@ inline daAlink_c* daAlink_getAlinkActorClass() {
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return (daAlink_c*)g_dComIfG_gameInfo.play.getPlayerPtr(LINK_PTR);
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}
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inline char* dComIfGp_getLastPlayStageName() {
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return g_dComIfG_gameInfo.play.getLastPlayStageName();
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}
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inline u8 dComIfGp_getGameoverStatus() {
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return g_dComIfG_gameInfo.play.getGameoverStatus();
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}
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#endif /* D_COM_D_COM_INF_GAME_H */
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