#ifndef GUARD_GROUND_BG_H #define GUARD_GROUND_BG_H #include "structs/str_ground_bg.h" #include "structs/str_dungeon_location.h" void GroundBg_Init(GroundBg *groundBg, const SubStruct_52C *a1); void GroundBg_FreeAll(GroundBg *groundBg); void sub_80A2D68(GroundBg *groundBg); void sub_80A2D88(GroundBg *groundBg); void sub_80A2FBC(GroundBg *groundBg, s32 mapFileId_); void sub_80A3440(GroundBg *groundBg, s32 mapFileId_, const DungeonLocation *dungLoc, s32 a3); void sub_80A3B80(GroundBg *groundBg, u8 a1, u8 a2); void sub_80A3BB0(GroundBg *groundBg, s32 a0_); void GetCameraPositionForLayer(GroundBg *groundBg, s32 id, PixelPos *dstPos); void SetCameraPositionForLayer(GroundBg *groundBg, s32 id, const PixelPos *srcPos); void sub_80A4580(GroundBg *groundBg, s32 id, PixelPos *pixPos); void sub_80A4608(GroundBg *groundBg, PixelPos *dstPos); void GetDungeonBounds(GroundBg *groundBg, PixelPos *dstPos1, PixelPos *dstPos2); u8 sub_80A4660(GroundBg *groundBg, u8 bits, PixelPos *pixPos1, PixelPos *boundary); u8 sub_80A46C0(GroundBg *groundBg, u8 bits, PixelPos *pixPos1, PixelPos *boundary); u16 sub_80A4720(GroundBg *groundBg, s32 id, PixelPos *pixPos); void sub_80A4740(GroundBg *groundBg, s32 id, PixelPos *pixPos, u32 dstVal); void sub_80A4764(GroundBg *groundBg); void sub_80A49E8(GroundBg *groundBg); #endif // GUARD_GROUND_BG_H