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Decomped AvoidEnemies()
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8
include/dungeon_ai_movement_1.h
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8
include/dungeon_ai_movement_1.h
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@@ -0,0 +1,8 @@
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#ifndef GUARD_DUNGEON_AI_MOVEMENT_1_H
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#define GUARD_DUNGEON_AI_MOVEMENT_1_H
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#include "dungeon_entity.h"
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bool8 AvoidEnemies(struct DungeonEntity *pokemon);
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#endif
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@@ -74,7 +74,7 @@ struct DungeonGlobalData
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u8 fill104C0[0x104C4 - 0x104C0];
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/* 0x104C4 */ struct MapRoom roomData[MAX_ROOM_COUNT];
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u8 fill10764[0x10844 - 0x10764];
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/* 0x10844 */ u16 numRoomExits[MAX_ROOM_COUNT];
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/* 0x10844 */ s16 numRoomExits[MAX_ROOM_COUNT];
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u8 fill10874[0x10884 - 0x10874];
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/* 0x10884 */ struct Position roomExits[MAX_ROOM_COUNT][32]; // Arrays of room exits for each room.
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u8 fill11444[0x1356C - 0x11484];
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@@ -9,6 +9,7 @@ extern const struct Position gAdjacentTileOffsets[NUM_DIRECTIONS];
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bool8 EntityExists(struct DungeonEntity *pokemon);
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u32 GetEntityType(struct DungeonEntity *entity);
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u8 GetEntityRoomIndex(struct DungeonEntity *entity);
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struct DungeonEntityData *GetTrapData(struct DungeonEntity *entity);
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struct ItemSlot *GetItemData(struct DungeonEntity *entity);
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struct MapTile *GetMapTileForDungeonEntity_2(struct DungeonEntity *entity);
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@@ -4,5 +4,6 @@
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#include "position.h"
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s32 CalculateFacingDir(struct Position *originPos, struct Position *targetPos);
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s32 GetDistance(struct Position *pos1, struct Position *pos2);
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#endif
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