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Re-add stubbed function
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@ -126,7 +126,7 @@ FCheckLm__FP2LMf = 0x1EB050; // type:func
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FCheckAlm = 0x1EB080; // type:func
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GLimitLm = 0x1EB0F8; // type:func
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SgnCompareG = 0x1EB128; // type:func
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Force = 0x1EB160; // type:func
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Force__FPv = 0x1EB160; // type:func
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MinimizeRange = 0x1EB168; // type:func
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@ -34,6 +34,6 @@ int FCheckLm(LM* plm, float g);
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/**
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* @brief Stubbed function, does nothing.
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*/
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void Force();
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void Force(void *pv);
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#endif // UTIL_H
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@ -11,7 +11,6 @@ INCLUDE_ASM(const s32, "P2/difficulty", OnDifficultyWorldPostLoad);
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void OnDifficultyInitialTeleport(DIFFICULTY* pdifficulty) {
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// Stubbed, does nothing.
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return;
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}
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INCLUDE_ASM(const s32, "P2/difficulty", OnDifficultyPlayerDeath);
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@ -50,7 +50,10 @@ INCLUDE_ASM(const s32, "P2/util", GLimitLm);
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INCLUDE_ASM(const s32, "P2/util", SgnCompareG);
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INCLUDE_ASM(const s32, "P2/util", Force); // stubbed
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void Force(void *pv)
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{
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// Stubbed, does nothing.
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}
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INCLUDE_ASM(const s32, "P2/util", MinimizeRange);
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INCLUDE_ASM(const s32, "P2/util", func_001EB458);
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