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Fix up most other appliances and enemies on res change
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@@ -30,13 +30,13 @@ void AddSparkle (Rect *);
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void AddFlyingPoint (Rect *, SInt16, SInt16, SInt16);
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void ReBackUpFlames (SInt16, SInt16, SInt16, SInt16);
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void AddCandleFlame (SInt16, SInt16, SInt16, SInt16);
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void ReBackUpTikiFlames (SInt16, SInt16);
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void ReBackUpTikiFlames (SInt16, SInt16, SInt16, SInt16);
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void AddTikiFlame (SInt16, SInt16, SInt16, SInt16);
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void ReBackUpBBQCoals (SInt16, SInt16);
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void ReBackUpBBQCoals (SInt16, SInt16, SInt16, SInt16);
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void AddBBQCoals (SInt16, SInt16, SInt16, SInt16);
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void ReBackUpPendulum (SInt16, SInt16, SInt16, SInt16);
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void AddPendulum (SInt16, SInt16, SInt16, SInt16);
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void ReBackUpStar (SInt16, SInt16);
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void ReBackUpStar (SInt16, SInt16, SInt16, SInt16);
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void AddStar (SInt16, SInt16, SInt16, SInt16);
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void StopPendulum (SInt16, SInt16);
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void StopStar (SInt16, SInt16);
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@@ -75,7 +75,7 @@ void RenderDynamics (void);
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void ZeroDinahs (void);
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void ZeroDinahsNotInRoom (SInt16);
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SInt16 AddDynamicObject (SInt16, Rect *, objectType *, SInt16, SInt16, Boolean);
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SInt16 AddDynamicObject(SInt16 what, Rect *where, objectType *who, SInt16 room, SInt16 index, Boolean isOn, Boolean keepExisting);
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void OffsetDynamics(SInt16 h, SInt16 v);
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void DoGameOver (void); // --- GameOver.c
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