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Rename remapped anim frames to repeat anim frames and improve documentation
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@@ -247,10 +247,10 @@
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#define AMMODE_VIEW 1
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#define AMMODE_EDIT 2 // unused
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#define ANIMFLAG_LOOP 0x01
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#define ANIMFLAG_02 0x02
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#define ANIMFLAG_HASREMAPPEDFRAMES 0x04
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#define ANIMFLAG_HASCUTSKIPFRAMES 0x08
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#define ANIMFLAG_LOOP 0x01
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#define ANIMFLAG_ABSOLUTETRANSLATION 0x02
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#define ANIMFLAG_HASREPEATFRAMES 0x04
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#define ANIMFLAG_HASCUTSKIPFRAMES 0x08
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#define ANIMFIELD_S16_ROTATE 0x01
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#define ANIMFIELD_S16_TRANSLATE 0x02
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@@ -12,7 +12,7 @@ bool animHasFrames(s16 animnum);
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s32 animGetNumAnimations(void);
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u8 *animDma(u8 *dst, u32 segoffset, u32 len);
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s32 animGetRemappedFrame(s16 animnum, s32 frame);
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bool animRemapFrame(s16 animnum, s32 frame, s32 *frameptr);
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bool animRemapFrameForLoad(s16 animnum, s32 frame, s32 *frameptr);
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bool animIsFrameCutSkipped(s16 animnum, s32 frame);
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u8 animLoadFrame(s16 animnum, s32 framenum);
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void animForgetFrameBirths(void);
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