Document some overworld and field effects
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+4
-5
@@ -24,6 +24,8 @@
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#define MOVEMENT_MODE_FROZEN 1
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#define MOVEMENT_MODE_SCRIPTED 2
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#define SKIP_OBJECT_EVENT_LOAD 1
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struct InitialPlayerAvatarState
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{
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u8 transitionFlags;
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@@ -99,8 +101,7 @@ void SetDefaultFlashLevel(void);
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void Overworld_SetFlashLevel(s32 flashLevel);
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u8 Overworld_GetFlashLevel(void);
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void SetCurrentMapLayout(u16 mapLayoutId);
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void sub_8085540(u8 var);
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u8 sub_808554C(void);
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void SetObjectEventLoadFlag(u8 var);
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u16 GetLocationMusic(struct WarpData *warp);
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u16 GetCurrLocationDefaultMusic(void);
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u16 GetWarpDestinationMusic(void);
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@@ -135,11 +136,9 @@ void SetUnusedCallback(void *a0);
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void CB2_NewGame(void);
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void CB2_WhiteOut(void);
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void CB2_LoadMap(void);
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void sub_8086024(void);
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void CB2_ReturnToFieldContestHall(void);
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void CB2_ReturnToFieldCableClub(void);
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void CB2_ReturnToField(void);
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void CB2_ReturnToFieldLocal(void);
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void CB2_ReturnToFieldLink(void);
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void CB2_ReturnToFieldFromMultiplayer(void);
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void CB2_ReturnToFieldWithOpenMenu(void);
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void CB2_ReturnToFieldContinueScript(void);
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