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https://github.com/zeldaret/tp
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daBdoorL1_c OK (#2126)
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@@ -300,7 +300,7 @@ public:
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FLG2_UNK_4000 = 0x4000,
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FLG2_UNK_2000 = 0x2000,
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FLG2_UNK_1000 = 0x1000,
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FLG2_UNK_400 = 0x400,
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FLG2_PLAYER_SHADOW = 0x400,
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FLG2_UNK_200 = 0x200,
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FLG2_UNK_80 = 0x80,
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FLG2_UNK_40 = 0x40,
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@@ -815,6 +815,8 @@ public:
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void offPlayerNoDraw() { offNoResetFlg0(FLG0_PLAYER_NO_DRAW); }
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void onPushPullKeep() { onNoResetFlg0(FLG0_PUSH_PULL_KEEP); }
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void offPushPullKeep() { offNoResetFlg0(FLG0_PUSH_PULL_KEEP); }
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void onPlayerShadowNoDraw() { onNoResetFlg2(FLG2_PLAYER_SHADOW); }
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void offPlayerShadowNoDraw() { offNoResetFlg2(FLG2_PLAYER_SHADOW); }
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void onLightSwordGetEffect() { onEndResetFlg2(ERFLG2_UNK_10); }
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u32 checkBoarSingleBattle() const { return checkNoResetFlg2(FLG2_BOAR_SINGLE_BATTLE); }
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@@ -111,6 +111,7 @@ public:
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bool isUseButton(int param_0) { return param_0 & mUseButton; }
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void setMeterMapClass(dMeterMap_c* p_map) { mMeterMap = p_map; }
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void resetGameStatus() { mGameStatus = 0; }
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void onGameStatus(int status) { mGameStatus |= status; }
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void setMapStatus(u8 status) { mMapStatus = status; }
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u8 getMapStatus() { return mMapStatus; }
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void setPauseStatus(u8 status) { mPauseStatus = status; }
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@@ -406,6 +407,10 @@ inline void dMeter2Info_resetGameStatus() {
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g_meter2_info.resetGameStatus();
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}
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inline void dMeter2Info_onGameStatus(int status) {
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g_meter2_info.onGameStatus(status);
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}
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inline void dMeter2Info_setMapStatus(u8 status) {
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g_meter2_info.setMapStatus(status);
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}
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