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UltimateTrainingModpack/source/acmd_imports.hpp

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#ifndef ACMD_IMPORTS_H
#define ACMD_IMPORTS_H
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#include <switch.h>
namespace app::sv_animcmd {
extern void wait(u64, float) asm("_ZN3app10sv_animcmd4waitEP9lua_Statef") LINKABLE;
extern void frame(u64, float) asm("_ZN3app10sv_animcmd5frameEP9lua_Statef") LINKABLE;
extern void is_excute(u64) asm("_ZN3app10sv_animcmd9is_excuteEP9lua_State") LINKABLE;
extern u64 ATTACK(u64) asm("_ZN3app10sv_animcmd6ATTACKEP9lua_State") LINKABLE;
extern u64 CATCH(u64) asm("_ZN3app10sv_animcmd5CATCHEP9lua_State") LINKABLE;
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extern u64 EFFECT(u64) asm("_ZN3app10sv_animcmd6EFFECTEP9lua_State") LINKABLE;
extern u64 EFFECT_FOLLOW_NO_SCALE(u64) asm("_ZN3app10sv_animcmd22EFFECT_FOLLOW_NO_SCALEEP9lua_State") LINKABLE;
extern u64 LAST_EFFECT_SET_COLOR(u64) asm("_ZN3app10sv_animcmd21LAST_EFFECT_SET_COLOREP9lua_State") LINKABLE;
extern u64 LAST_EFFECT_SET_RATE(u64) asm("_ZN3app10sv_animcmd20LAST_EFFECT_SET_RATEEP9lua_State") LINKABLE;
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}
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namespace app::sv_module_access {
extern u64 grab(u64) asm("_ZN3app16sv_module_access4grabEP9lua_State") LINKABLE;
}
#endif // ACMD_IMPORTS_H