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2 changes: 2 additions & 0 deletions src/battle/battle.h
Original file line number Diff line number Diff line change
Expand Up @@ -767,6 +767,8 @@ s32 BattleEffectRegister(void (*func)(void));
void BattleSetLoadTimToVram(u_long* addr, s16 imgXY, s16 clutX, s16 clutY);
void BattleEnqueueClearImage(RECT* rect, s32 arg1, s32 arg2, s32 arg3);
void* func_800D29D4(ModelRenderDesc*, u_long**, int, void*);
void BattleSpawnFloatingIconAtPart(s32 actor, s32 arg1, s32 arg2);
void BattleSpawnFloatingIconAt(void* arg0, s32 arg1, s32 arg2);
// Build the model matrix for a battle effect: `scale` goes on the matrix
// diagonal, `pos` is transformed into view space to become the translation,
// and `depthBias` nudges it along that view vector (negative pulls it toward
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5 changes: 2 additions & 3 deletions src/battle/battle2.c
Original file line number Diff line number Diff line change
Expand Up @@ -2439,7 +2439,6 @@ void BattleKeyframeEffectTick(void) {
}
}

static void BattleSpawnFloatingIconAt(void* arg0, s32 arg1, s32 arg2);
void func_800D4C08(SVECTOR* pos, s32 scriptAndFlags, s32 scale, s32 depthBias) {
BattleKeyframeEffectSlot* slot;

Expand All @@ -2451,7 +2450,7 @@ void func_800D4C08(SVECTOR* pos, s32 scriptAndFlags, s32 scale, s32 depthBias) {
slot->depthBias = depthBias;
}

static void BattleSpawnFloatingIconAtPart(s32 actor, s32 arg1, s32 arg2) {
void BattleSpawnFloatingIconAtPart(s32 actor, s32 arg1, s32 arg2) {
SVECTOR pos;

BattleGetPartPosition(actor, g_BattleModels[actor].boneIndices[0], &pos);
Expand All @@ -2460,7 +2459,7 @@ static void BattleSpawnFloatingIconAtPart(s32 actor, s32 arg1, s32 arg2) {

static void BattleSpawnFloatingIcon(s32 actor, s32 arg1) { BattleSpawnFloatingIconAtPart(actor, arg1, 0x1000); }

static void BattleSpawnFloatingIconAt(void* arg0, s32 arg1, s32 arg2) { func_800D4C08(arg0, arg1, 0x1000, arg2); }
void BattleSpawnFloatingIconAt(void* arg0, s32 arg1, s32 arg2) { func_800D4C08(arg0, arg1, 0x1000, arg2); }

INCLUDE_ASM("asm/us/battle/nonmatchings/battle2", func_800D4D90);

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