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continue to clean ExecuteScriptCommand
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@@ -7,10 +7,15 @@ void PlaySound(u16);
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void sub_801180C(void);
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void sub_8011830(void);
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void sub_8011860(void);
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void xxx_call_fade_in_new_bgm(u16, u16);
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void xxx_call_fade_out_bgm(u16);
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void xxx_call_fade_in_new_bgm(u16 songIndex, u16 speed);
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void xxx_call_fade_out_bgm(u16 speed);
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void xxx_call_start_bg_music(void);
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void xxx_call_stop_bgm(void);
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void xxx_call_stop_fanfare_se(u16);
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void xxx_call_stop_fanfare_se(u16 songIndex);
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void StopAllMusic_1(void);
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void xxx_call_start_new_bgm(u16 songIndex);
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void xxx_call_queue_bgm(u16 songIndex);
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void xxx_call_play_fanfare_se(u16 songIndex, u16 volume);
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void xxx_call_fade_out_fanfare_se(u16 songIndex, u16 speed);
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#endif // GUARD_CODE_80118A4_H
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#endif // GUARD_CODE_80118A4_H
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@@ -27,6 +27,7 @@ bool8 GroundMainRescueRequest(s16 r0, u32 r1);
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bool32 GroundMainGameEndRequest(u32 r0);
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bool32 GroundMainGameCancelRequest(u32 r0);
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bool8 sub_8098D80(u32 speed);
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extern GroundConversionStruct gGroundConversion_811BAF4[10];
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@@ -139,8 +139,15 @@ extern FunctionScript gFunctionScriptTable[];
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#include "debug.h"
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void InitScriptData(ScriptData *a0);
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u8 sub_809D8EC(Action *param_1, s16 param_2);
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void sub_809D648(Action *action);
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void sub_809D710(Action *param_1, ScriptInfoSmall *script, s16 index);
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bool8 sub_809DA08(Action *param_1, s16 index, u32 param_3);
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bool8 InitActionScriptData(Action *param_1, const DebugLocation *unused);
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bool8 GroundScript_ExecutePP(Action *, s32 *, ScriptInfoSmall *, const DebugLocation *unused);
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ScriptCommand *sub_80A242C(Action *action, s32 r1);
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ScriptCommand *sub_80A2460(Action *action, s32 r1);
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void InitActionWithParams(Action *action, const CallbackData *callbacks, void *parent, s16 group, s8 sector);
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#endif // GUARD_GROUND_SCRIPT_H
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