Finish field_control_avatar
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+6
-3
@@ -72,7 +72,7 @@ void Overworld_SetMapObjTemplateMovementType(u8, u8);
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void SetWarpDestination(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void saved_warp2_set(int unused, s8 mapGroup, s8 mapNum, s8 warpId);
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void SetDynamicWarp(int unused, s8 mapGroup, s8 mapNum, s8 warpId);
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void SetDynamicWarpWithCoords(int unused, s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetFixedDiveWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetFixedHoleWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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@@ -110,9 +110,9 @@ void WarpIntoMap(void);
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u8 get_map_light_level_by_bank_and_number(s8 mapGroup, s8 mapNum);
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void sub_8086194(void);
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void sub_8084CCC(u8 spawn);
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void warp1_set_2(s8 mapGroup, s8 mapNum, s8 warpNum);
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void SetWarpDestinationToMapWarp(s8 mapGroup, s8 mapNum, s8 warpNum);
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void c2_load_new_map(void);
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void copy_saved_warp2_bank_and_enter_x_to_warp1(u8 unused);
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void SetWarpDestinationToDynamicWarp(u8 unused);
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void mapldr_default(void);
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u32 GetGameStat(u8 statId);
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@@ -195,6 +195,9 @@ void CB1_Overworld(void);
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void sub_80568C4(void);
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u8 GetLastUsedWarpMapSectionId(void);
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void StoreInitialPlayerAvatarState(void);
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void UpdateEscapeWarp(s16 x, s16 y);
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bool8 SetDiveWarpEmerge(u16 x, u16 y);
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bool8 SetDiveWarpDive(u16 x, u16 y);
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extern u16 *gBGTilemapBuffers1;
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extern u16 *gBGTilemapBuffers2;
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