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-rw-r--r--include/asm.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/include/asm.h b/include/asm.h
index bb768be3..a6c7db62 100644
--- a/include/asm.h
+++ b/include/asm.h
@@ -9,7 +9,7 @@ extern void CloneTile(u32, u32, u32);
extern u32 GetTileTypeByEntity(struct Entity_*);
extern u32 GetTileTypeByPos(s32 x, s32 y, u32 layer);
extern u32 GetTileType(u32 position, u32 layer);
-extern void SetTile(u32 index, u32 position, u32 layer);
+extern void SetBottomTile(u32 index, u32 position, u32 layer);
extern void UpdateScrollVram(void);
extern u32 sub_080B1B0C(struct Entity_*);
extern u32 sub_080B1BA4(u32, u32, u32);
@@ -29,7 +29,7 @@ u32 BounceUpdate(struct Entity_*, u32 acceleration);
extern u32 CheckOnScreen(struct Entity_*);
extern bool32 EntityInRectRadius(struct Entity_*, struct Entity_*, u32, u32);
extern void UpdateAnimationVariableFrames(struct Entity_*, u32);
-extern u32 sub_080043E8(struct Entity_*);
+extern u32 GetTileHazardType(struct Entity_*);
/**
* Basic collision, only used between player and dazed enemies.
* (Probablity leftover from Four Swords)
@@ -44,7 +44,7 @@ extern u32 sub_080086B4(u32, u32, const u8*);
extern u32 ResolveCollisionLayer(struct Entity_*);
extern void sub_0800417E(struct Entity_*, u32);
extern u32 sub_0800442E(struct Entity_*);
-extern u32 sub_08007DD6(u32, const u16*);
+extern u32 ActTileToTile(u32, const u16*);
extern void SoundReqClipped(struct Entity_*, u32);
extern u32 sub_0800132C(struct Entity_*, struct Entity_*);
extern u32 sub_080B1B44(u32, u32);
@@ -54,7 +54,7 @@ extern u32 sub_080B1AE0(u16, u8);
extern u32 GetActTile(struct Entity_*);
extern u32 sub_0800445C(struct Entity_*);
extern u32 sub_080B1AF0(struct Entity_*, s32, s32);
-extern u32 GetRelativeCollisionTile(struct Entity_*, u32, u32);
+extern u32 GetActTileRelative(struct Entity_*, u32, u32);
extern bool32 sub_080B1B54(u32);
extern u32 CheckRectOnScreen(s32, s32, u32, u32);