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engines/illusions/duckman/scriptopcodes_duckman.h
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engines/illusions/duckman/scriptopcodes_duckman.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
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#define ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
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#include "illusions/scriptopcodes.h"
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#include "common/func.h"
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namespace Illusions {
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class IllusionsEngine_Duckman;
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class ScriptThread;
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class ScriptOpcodes_Duckman : public ScriptOpcodes {
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public:
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ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm);
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~ScriptOpcodes_Duckman() override;
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void initOpcodes() override;
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void freeOpcodes() override;
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protected:
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IllusionsEngine_Duckman *_vm;
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// Opcodes
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void opNop(ScriptThread *scriptThread, OpCall &opCall);
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void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
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void opYield(ScriptThread *scriptThread, OpCall &opCall);
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void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
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void opJump(ScriptThread *scriptThread, OpCall &opCall);
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void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
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void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall);
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void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall);
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void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
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void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
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void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
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void opRerunThreads(ScriptThread *scriptThread, OpCall &opCall);
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void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall);
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void opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall);
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void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
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void opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall);
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void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
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void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
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void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall);
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void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall);
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void opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall);
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void opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall);
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void opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall);
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void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
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void opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall);
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void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
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void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
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void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
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void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
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void opStartFade(ScriptThread *scriptThread, OpCall &opCall);
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void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
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void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
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void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
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void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
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void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
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void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
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void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
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void opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall);
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void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
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void opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall);
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void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
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void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
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void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
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void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
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void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
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void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
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void opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
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void opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
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void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
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void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
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void opPause(ScriptThread *scriptThread, OpCall &opCall);
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void opUnpause(ScriptThread *scriptThread, OpCall &opCall);
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void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
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void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
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void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
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void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
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void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
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void opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
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void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
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void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
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void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
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void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
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void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
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void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
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void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
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void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
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void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
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void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
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void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
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void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
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void opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall);
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void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
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void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
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void opNot(ScriptThread *scriptThread, OpCall &opCall);
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void opAnd(ScriptThread *scriptThread, OpCall &opCall);
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void opOr(ScriptThread *scriptThread, OpCall &opCall);
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void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
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void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
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void opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall);
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void opStartDialog(ScriptThread *scriptThread, OpCall &opCall);
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void opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall);
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void opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall);
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void opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall);
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void opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall);
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void opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall);
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void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
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void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
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#if 0
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void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
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void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
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void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
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void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
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void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
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void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
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void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
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void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
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void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
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void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
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void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
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void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
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void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
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void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
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void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
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void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
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void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
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void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
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void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
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void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
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void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
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void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
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void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
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void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
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void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
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void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
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#endif
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
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