Document some warp/field screen effect
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@@ -1,37 +1,35 @@
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#ifndef GUARD_FIELD_SCREEN_EFFECT_H
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#define GUARD_FIELD_SCREEN_EFFECT_H
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void pal_fill_for_maplights(void);
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void pal_fill_black(void);
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void WarpFadeScreen(void);
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void sub_80AF128(void);
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void FieldCallback_ReturnToEventScript2(void);
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void sub_80AF188(void);
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void sub_80AF214(void);
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void sub_80AF2B4(u8 taskId);
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void sub_80AF314(void);
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void mapldr_default(void);
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void sub_80AF3B0(void);
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void sub_80AF3C8(void);
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void sub_80AF3E8(void);
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void sub_80AF40C(void);
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void sub_80AF688(void);
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bool8 sub_80AF6A4(void);
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void WarpFadeInScreen(void);
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void WarpFadeOutScreen(void);
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void FadeInFromBlack(void);
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void FadeInFromWhite(void);
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void FieldCB_ContinueScriptUnionRoom(void);
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void FieldCB_ContinueScriptHandleMusic(void);
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void FieldCB_ContinueScript(void);
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void Task_ReturnToFieldRecordMixing(u8 taskId);
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void FieldCB_ReturnToFieldCableLink(void);
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void FieldCB_ReturnToFieldWirelessLink(void);
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void FieldCB_DefaultWarpExit(void);
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void FieldCB_WarpExitFadeFromBlack(void);
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void FieldCB_WarpExitFadeFromWhite(void);
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bool8 FieldCB_ReturnToFieldOpenStartMenu(void);
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void ReturnToFieldOpenStartMenu(void);
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void sub_80AF6D4(void);
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void sub_80AF6F0(void);
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void DoWarp(void);
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void DoDiveWarp(void);
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void sub_80AF79C(void);
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void DoSootopolisLegendWarp(void);
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void DoDoorWarp(void);
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void DoFallWarp(void);
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void sub_80AF80C(u8 metatileBehavior);
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void sub_80AF828(void);
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void sub_80AF838(void);
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void sub_80AF848(void);
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void DoEscalatorWarp(u8 metatileBehavior);
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void DoLavaridgeGymB1FWarp(void);
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void DoLavaridgeGym1FWarp(void);
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void DoTeleportWarp(void);
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void DoMossdeepGymWarp(void);
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void sub_80AF8B8(void);
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void sub_80AF948(void);
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void sub_80AF9F8(void);
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void DoPortholeWarp(void);
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void DoCableClubWarp(void);
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void DoContestHallWarp(void);
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void AnimateFlash(u8 flashLevel);
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void WriteBattlePyramidViewScanlineEffectBuffer(void);
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@@ -41,6 +39,6 @@ void DoOrbEffect(void);
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void FadeOutOrbEffect(void);
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void sub_80B05B4(void);
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void WriteFlashScanlineEffectBuffer(u8 flashLevel);
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bool8 walkrun_is_standing_still(void);
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bool8 IsPlayerStandingStill(void);
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#endif // GUARD_FIELD_SCREEN_EFFECT_H
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