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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Remove dead sub references
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eb95ac0b9c
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c1970a4bc8
@ -251,11 +251,11 @@
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.4byte \param1
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.endm
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.macro nullsub_2A
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.macro nop_2A
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.byte 0x2a
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.endm
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.macro nullsub_2B
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.macro nop_2B
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.byte 0x2b
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.endm
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@ -287,11 +287,11 @@
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.4byte \param1
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.endm
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.macro nullsub_32
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.macro nop_32
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.byte 0x32
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.endm
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.macro nullsub_33
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.macro nop_33
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.byte 0x33
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.endm
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@ -467,27 +467,27 @@
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.byte \battler
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.endm
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.macro nullsub_52
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.macro nop_52
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.byte 0x52
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.endm
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.macro nullsub_53
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.macro nop_53
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.byte 0x53
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.endm
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.macro nullsub_54
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.macro nop_54
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.byte 0x54
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.endm
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.macro nullsub_55
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.macro nop_55
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.byte 0x55
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.endm
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.macro nullsub_56
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.macro nop_56
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.byte 0x56
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.endm
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.macro nullsub_57
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.macro nop_57
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.byte 0x57
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.endm
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@ -281,7 +281,6 @@ void FreeSpriteTiles(struct Sprite *sprite);
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void FreeSpritePalette(struct Sprite *sprite);
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void FreeSpriteOamMatrix(struct Sprite *sprite);
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void DestroySpriteAndFreeResources(struct Sprite *sprite);
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void sub_800142C(u32 a1, u32 a2, u16 *a3, u16 a4, u32 a5);
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void AnimateSprite(struct Sprite *sprite);
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void SetSpriteMatrixAnchor(struct Sprite* sprite, s16 x, s16 y);
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void StartSpriteAnim(struct Sprite *sprite, u8 animNum);
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@ -112,7 +112,6 @@ void GetBattleAnimBg1Data(struct BattleAnimBgData*);
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void GetBattleAnimBgData(struct BattleAnimBgData*, u32 arg1);
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u8 GetBattlerSpriteSubpriority(u8 battlerId);
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bool8 TranslateAnimHorizontalArc(struct Sprite *sprite);
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void sub_80A6630(struct Sprite *sprite);
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void TranslateSpriteLinearByIdFixedPoint(struct Sprite *sprite);
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void ResetSpriteRotScale(u8 spriteId);
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void SetSpriteRotScale(u8 spriteId, s16 xScale, s16 yScale, u16 rotation);
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@ -129,7 +128,6 @@ void AnimLoadCompressedBgTilemapHandleContest(struct BattleAnimBgData*, const vo
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void AnimLoadCompressedBgGfx(u32, const u32*, u32);
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void UpdateAnimBg3ScreenSize(bool8);
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void TranslateSpriteInGrowingCircle(struct Sprite *);
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void sub_80A653C(struct Sprite *);
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void SetBattlerSpriteYOffsetFromYScale(u8 spriteId);
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void PrepareEruptAnimTaskData(struct Task *task, u8 a2, s16 a3, s16 a4, s16 a5, s16 a6, u16 a7);
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u8 UpdateEruptAnimTask(struct Task *task);
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@ -25,15 +25,9 @@ struct FieldInput
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void FieldClearPlayerInput(struct FieldInput *pStruct);
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void FieldGetPlayerInput(struct FieldInput *pStruct, u16 keys, u16 heldKeys);
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int ProcessPlayerFieldInput(struct FieldInput *pStruct);
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u8 *sub_80682A8(struct MapPosition *, u8, u8);
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void overworld_poison_timer_set(void);
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void RestartWildEncounterImmunitySteps(void);
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u8 *sub_8068E24(struct MapPosition *);
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const u8 *GetObjectEventScriptPointerPlayerFacing(void);
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bool8 sub_8068870(u16 a);
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bool8 sub_8068894(void);
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bool8 sub_8068A64(struct MapPosition *, u16);
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u8 sub_8068F18(void);
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bool8 TryDoDiveWarp(struct MapPosition *position, u16 b);
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int SetCableClubWarp(void);
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u8 TrySetDiveWarp(void);
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@ -39,7 +39,6 @@ void DoSpinEnterWarp(void);
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void DoSpinExitWarp(void);
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void DoOrbEffect(void);
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void FadeOutOrbEffect(void);
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void sub_80B05B4(void);
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void WriteFlashScanlineEffectBuffer(u8 flashLevel);
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bool8 IsPlayerStandingStill(void);
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@ -9,7 +9,6 @@ void Task_Truck3(u8 taskId);
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void Task_HandleTruckSequence(u8 taskId);
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void ExecuteTruckSequence(void);
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void EndTruckSequence(u8);
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void sub_80C791C(void);
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void FieldCB_ShowPortholeView(void);
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#endif // GUARD_FIELD_SPECIAL_SCENE_H
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@ -6,9 +6,7 @@ extern struct BardSong gBardSong;
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void SetMauvilleOldMan(void);
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u8 GetCurrentMauvilleOldMan(void);
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void SetMauvilleOldManObjEventGfx(void);
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u8 sub_81201C8(void);
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void SanitizeMauvilleOldManForRuby(OldMan *dest);
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void sub_8120670(void);
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void SanitizeReceivedRubyOldMan(union OldMan * oldMan, u32 r1, u32 r6);
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void SanitizeReceivedEmeraldOldMan(union OldMan * oldMan, u32 unused, u32 a2);
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void ResetMauvilleOldManFlag(void);
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@ -1138,7 +1138,7 @@ static void SpriteCB_TradePokeball(struct Sprite *sprite)
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sprite->callback = SpriteCB_TradePokeballSendOff;
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#ifdef BUGFIX
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// FIX: If this is used on a sprite that has previously had an affine animation, it will not
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// play the shrink anim properly due to being paused. Works together with the fix to `sub_817F77C`.
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// play the shrink anim properly due to being paused. Works together with the fix to ResetSpriteAfterAnim.
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gSprites[monSpriteId].affineAnimPaused = FALSE;
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#endif // BUGFIX
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StartSpriteAffineAnim(&gSprites[monSpriteId], BATTLER_AFFINE_RETURN);
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