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Document some more functions (55.03%)
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6 changed files with 64 additions and 0 deletions
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@ -6060,41 +6060,48 @@ function vec3s_to_vec3f(dest, a)
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-- ...
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end
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--- Updates every Mario state's star count with the save file total star count
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function update_all_mario_stars()
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-- ...
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end
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--- @return boolean
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--- Clears the mod's data from mod storage
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function mod_storage_clear()
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-- ...
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end
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--- @param key string
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--- @return boolean
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--- Checks if a `key` is in mod storage
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function mod_storage_exists(key)
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-- ...
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end
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--- @param key string
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--- @return string
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--- Loads a string `value` from a `key` in mod storage
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function mod_storage_load(key)
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-- ...
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end
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--- @param key string
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--- @return boolean
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--- Loads a bool `value` from a `key` in mod storage
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function mod_storage_load_bool(key)
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-- ...
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end
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--- @param key string
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--- @return number
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--- Loads a float `value` from a `key` in mod storage
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function mod_storage_load_number(key)
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-- ...
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end
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--- @param key string
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--- @return boolean
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--- Removes a `key` from mod storage
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function mod_storage_remove(key)
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-- ...
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end
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@ -6102,6 +6109,7 @@ end
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--- @param key string
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--- @param value string
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--- @return boolean
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--- Saves a `key` corresponding to a string `value` to mod storage
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function mod_storage_save(key, value)
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-- ...
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end
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@ -6109,6 +6117,7 @@ end
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--- @param key string
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--- @param value boolean
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--- @return boolean
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--- Saves a `key` corresponding to a bool `value` to mod storage
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function mod_storage_save_bool(key, value)
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-- ...
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end
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@ -6116,6 +6125,7 @@ end
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--- @param key string
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--- @param value number
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--- @return boolean
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--- Saves a `key` corresponding to a float `value` to mod storage
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function mod_storage_save_number(key, value)
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-- ...
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end
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@ -10130,6 +10140,7 @@ function load_area_terrain(index, data, surfaceRooms, macroObjects)
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-- ...
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end
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--- Loads the object's collision data into dynamic collision. You must run this every frame in your object's behavior loop for it to have collision
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function load_object_collision_model()
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-- ...
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end
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@ -10137,6 +10148,7 @@ end
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--- @param o Object
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--- @param index integer
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--- @return Surface
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--- Gets a surface corresponding to `index` from the surface pool buffer
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function obj_get_surface_from_index(o, index)
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-- ...
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end
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@ -1864,6 +1864,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [update_all_mario_stars](#update_all_mario_stars)
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### Description
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Updates every Mario state's star count with the save file total star count
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### Lua Example
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`update_all_mario_stars()`
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@ -1888,6 +1891,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_clear](#mod_storage_clear)
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### Description
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Clears the mod's data from mod storage
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### Lua Example
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`local booleanValue = mod_storage_clear()`
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@ -1906,6 +1912,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_exists](#mod_storage_exists)
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### Description
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Checks if a `key` is in mod storage
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### Lua Example
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`local booleanValue = mod_storage_exists(key)`
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@ -1926,6 +1935,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_load](#mod_storage_load)
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### Description
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Loads a string `value` from a `key` in mod storage
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### Lua Example
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`local stringValue = mod_storage_load(key)`
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@ -1946,6 +1958,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_load_bool](#mod_storage_load_bool)
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### Description
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Loads a bool `value` from a `key` in mod storage
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### Lua Example
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`local booleanValue = mod_storage_load_bool(key)`
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@ -1966,6 +1981,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_load_number](#mod_storage_load_number)
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### Description
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Loads a float `value` from a `key` in mod storage
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### Lua Example
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`local numberValue = mod_storage_load_number(key)`
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@ -1986,6 +2004,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_remove](#mod_storage_remove)
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### Description
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Removes a `key` from mod storage
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### Lua Example
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`local booleanValue = mod_storage_remove(key)`
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@ -2006,6 +2027,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_save](#mod_storage_save)
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### Description
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Saves a `key` corresponding to a string `value` to mod storage
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### Lua Example
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`local booleanValue = mod_storage_save(key, value)`
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@ -2027,6 +2051,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_save_bool](#mod_storage_save_bool)
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### Description
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Saves a `key` corresponding to a bool `value` to mod storage
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### Lua Example
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`local booleanValue = mod_storage_save_bool(key, value)`
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@ -2048,6 +2075,9 @@ Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector
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## [mod_storage_save_number](#mod_storage_save_number)
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### Description
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Saves a `key` corresponding to a float `value` to mod storage
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### Lua Example
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`local booleanValue = mod_storage_save_number(key, value)`
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@ -3552,6 +3552,9 @@ Replaces the secret star course name of `courseNum` with `courseName`
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## [load_object_collision_model](#load_object_collision_model)
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### Description
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Loads the object's collision data into dynamic collision. You must run this every frame in your object's behavior loop for it to have collision
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### Lua Example
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`load_object_collision_model()`
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@ -3570,6 +3573,9 @@ Replaces the secret star course name of `courseNum` with `courseName`
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## [obj_get_surface_from_index](#obj_get_surface_from_index)
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### Description
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Gets a surface corresponding to `index` from the surface pool buffer
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### Lua Example
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`local SurfaceValue = obj_get_surface_from_index(o, index)`
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@ -33,8 +33,14 @@ u32 get_area_terrain_size(s16 *data);
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void load_area_terrain(s16 index, s16 *data, s8 *surfaceRooms, s16 *macroObjects);
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void clear_dynamic_surfaces(void);
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/* |description|
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Loads the object's collision data into dynamic collision.
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You must run this every frame in your object's behavior loop for it to have collision
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|descriptionEnd| */
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void load_object_collision_model(void);
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/* |description|Gets a surface corresponding to `index` from the surface pool buffer|descriptionEnd| */
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struct Surface *obj_get_surface_from_index(struct Object *o, u32 index);
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/* |description||descriptionEnd| */
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bool surface_has_force(s16 surfaceType);
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#endif // SURFACE_LOAD_H
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@ -12,16 +12,25 @@ extern "C" {
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#define SAVE_DIRECTORY "sav"
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#define SAVE_EXTENSION ".sav"
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/* |description|Saves a `key` corresponding to a string `value` to mod storage|descriptionEnd| */
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bool mod_storage_save(const char* key, const char* value);
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/* |description|Saves a `key` corresponding to a float `value` to mod storage|descriptionEnd| */
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bool mod_storage_save_number(const char* key, f32 value);
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/* |description|Saves a `key` corresponding to a bool `value` to mod storage|descriptionEnd| */
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bool mod_storage_save_bool(const char* key, bool value);
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/* |description|Loads a string `value` from a `key` in mod storage|descriptionEnd| */
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const char *mod_storage_load(const char* key);
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/* |description|Loads a float `value` from a `key` in mod storage|descriptionEnd| */
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f32 mod_storage_load_number(const char* key);
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/* |description|Loads a bool `value` from a `key` in mod storage|descriptionEnd| */
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bool mod_storage_load_bool(const char* key);
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/* |description|Checks if a `key` is in mod storage|descriptionEnd| */
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bool mod_storage_exists(const char* key);
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/* |description|Removes a `key` from mod storage|descriptionEnd| */
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bool mod_storage_remove(const char* key);
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/* |description|Clears the mod's data from mod storage|descriptionEnd| */
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bool mod_storage_clear(void);
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#ifdef __cplusplus
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@ -6,6 +6,7 @@
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#include "PR/gbi.h"
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float smoothstep(float edge0, float edge1, float x);
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/* |description|Updates every Mario state's star count with the save file total star count|descriptionEnd| */
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void update_all_mario_stars(void);
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f32 clock_elapsed(void);
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