pmdsky-debug-py 10.0.31__py3-none-any.whl → 10.0.33__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- RELEASE = "v0.10.0+f73423568c"
1
+ RELEASE = "v0.10.0+caba7cbd5c"
pmdsky_debug_py/eu.py CHANGED
@@ -16605,7 +16605,7 @@ class EuOverlay10Functions:
16605
16605
  [0x22C0244],
16606
16606
  None,
16607
16607
  "AnimationHasMoreFrames",
16608
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16608
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16609
16609
  None,
16610
16610
  )
16611
16611
 
@@ -18425,6 +18425,15 @@ class EuOverlay10Data:
18425
18425
  "struct special_monster_move_animation[7422]",
18426
18426
  )
18427
18427
 
18428
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18429
+ [0x61A0],
18430
+ [0x22C3560],
18431
+ None,
18432
+ "DEFEAT_ITEM_LOSS_CHANCE",
18433
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18434
+ "struct data_processing_instruction",
18435
+ )
18436
+
18428
18437
 
18429
18438
  class EuOverlay10Section:
18430
18439
  name = "overlay10"
@@ -22864,6 +22873,15 @@ class EuOverlay29Functions:
22864
22873
  None,
22865
22874
  )
22866
22875
 
22876
+ ShouldDisplayEntityAdvanced = Symbol(
22877
+ [0x9D00],
22878
+ [0x22E6880],
22879
+ None,
22880
+ "ShouldDisplayEntityAdvanced",
22881
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22882
+ None,
22883
+ )
22884
+
22867
22885
  PlayEffectAnimation0x1A9 = Symbol(
22868
22886
  [0x9F60, 0x9FAC, 0x9FF8, 0xA044, 0xA2F4, 0xA340],
22869
22887
  [0x22E6AE0, 0x22E6B2C, 0x22E6B78, 0x22E6BC4, 0x22E6E74, 0x22E6EC0],
@@ -24634,7 +24652,7 @@ class EuOverlay29Functions:
24634
24652
  [0x2301244],
24635
24653
  None,
24636
24654
  "CheckVariousStatuses2",
24637
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24655
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24638
24656
  None,
24639
24657
  )
24640
24658
 
@@ -16354,7 +16354,7 @@ class EuItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -18159,6 +18159,15 @@ class EuItcmOverlay10Data:
18159
18159
  "struct special_monster_move_animation[7422]",
18160
18160
  )
18161
18161
 
18162
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18163
+ None,
18164
+ None,
18165
+ None,
18166
+ "DEFEAT_ITEM_LOSS_CHANCE",
18167
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18168
+ "struct data_processing_instruction",
18169
+ )
18170
+
18162
18171
 
18163
18172
  class EuItcmOverlay10Section:
18164
18173
  name = "overlay10"
@@ -22335,6 +22344,15 @@ class EuItcmOverlay29Functions:
22335
22344
  None,
22336
22345
  )
22337
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22338
22356
  PlayEffectAnimation0x1A9 = Symbol(
22339
22357
  None,
22340
22358
  None,
@@ -24059,7 +24077,7 @@ class EuItcmOverlay29Functions:
24059
24077
  None,
24060
24078
  None,
24061
24079
  "CheckVariousStatuses2",
24062
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24063
24081
  None,
24064
24082
  )
24065
24083
 
pmdsky_debug_py/jp.py CHANGED
@@ -16600,7 +16600,7 @@ class JpOverlay10Functions:
16600
16600
  [0x22C10A8],
16601
16601
  None,
16602
16602
  "AnimationHasMoreFrames",
16603
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16603
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16604
16604
  None,
16605
16605
  )
16606
16606
 
@@ -18420,6 +18420,15 @@ class JpOverlay10Data:
18420
18420
  "struct special_monster_move_animation[7422]",
18421
18421
  )
18422
18422
 
18423
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18424
+ None,
18425
+ None,
18426
+ None,
18427
+ "DEFEAT_ITEM_LOSS_CHANCE",
18428
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18429
+ "struct data_processing_instruction",
18430
+ )
18431
+
18423
18432
 
18424
18433
  class JpOverlay10Section:
18425
18434
  name = "overlay10"
@@ -22855,6 +22864,15 @@ class JpOverlay29Functions:
22855
22864
  None,
22856
22865
  )
22857
22866
 
22867
+ ShouldDisplayEntityAdvanced = Symbol(
22868
+ None,
22869
+ None,
22870
+ None,
22871
+ "ShouldDisplayEntityAdvanced",
22872
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22873
+ None,
22874
+ )
22875
+
22858
22876
  PlayEffectAnimation0x1A9 = Symbol(
22859
22877
  [0x9EC0, 0x9F0C, 0x9F58, 0x9FA4, 0xA254, 0xA2A0],
22860
22878
  [0x22E77A0, 0x22E77EC, 0x22E7838, 0x22E7884, 0x22E7B34, 0x22E7B80],
@@ -24625,7 +24643,7 @@ class JpOverlay29Functions:
24625
24643
  [0x2301BFC],
24626
24644
  None,
24627
24645
  "CheckVariousStatuses2",
24628
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24646
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24629
24647
  None,
24630
24648
  )
24631
24649
 
@@ -16354,7 +16354,7 @@ class JpItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -18159,6 +18159,15 @@ class JpItcmOverlay10Data:
18159
18159
  "struct special_monster_move_animation[7422]",
18160
18160
  )
18161
18161
 
18162
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18163
+ None,
18164
+ None,
18165
+ None,
18166
+ "DEFEAT_ITEM_LOSS_CHANCE",
18167
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18168
+ "struct data_processing_instruction",
18169
+ )
18170
+
18162
18171
 
18163
18172
  class JpItcmOverlay10Section:
18164
18173
  name = "overlay10"
@@ -22335,6 +22344,15 @@ class JpItcmOverlay29Functions:
22335
22344
  None,
22336
22345
  )
22337
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22338
22356
  PlayEffectAnimation0x1A9 = Symbol(
22339
22357
  None,
22340
22358
  None,
@@ -24059,7 +24077,7 @@ class JpItcmOverlay29Functions:
24059
24077
  None,
24060
24078
  None,
24061
24079
  "CheckVariousStatuses2",
24062
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24063
24081
  None,
24064
24082
  )
24065
24083
 
pmdsky_debug_py/na.py CHANGED
@@ -16605,7 +16605,7 @@ class NaOverlay10Functions:
16605
16605
  [0x22BF904],
16606
16606
  None,
16607
16607
  "AnimationHasMoreFrames",
16608
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16608
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16609
16609
  None,
16610
16610
  )
16611
16611
 
@@ -18425,6 +18425,15 @@ class NaOverlay10Data:
18425
18425
  "struct special_monster_move_animation[7422]",
18426
18426
  )
18427
18427
 
18428
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18429
+ [0x6188],
18430
+ [0x22C2C08],
18431
+ None,
18432
+ "DEFEAT_ITEM_LOSS_CHANCE",
18433
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18434
+ "struct data_processing_instruction",
18435
+ )
18436
+
18428
18437
 
18429
18438
  class NaOverlay10Section:
18430
18439
  name = "overlay10"
@@ -22862,6 +22871,15 @@ class NaOverlay29Functions:
22862
22871
  None,
22863
22872
  )
22864
22873
 
22874
+ ShouldDisplayEntityAdvanced = Symbol(
22875
+ None,
22876
+ None,
22877
+ None,
22878
+ "ShouldDisplayEntityAdvanced",
22879
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22880
+ None,
22881
+ )
22882
+
22865
22883
  PlayEffectAnimation0x1A9 = Symbol(
22866
22884
  [0x9EF0, 0x9F3C, 0x9F88, 0x9FD4, 0xA284, 0xA2D0],
22867
22885
  [0x22E6130, 0x22E617C, 0x22E61C8, 0x22E6214, 0x22E64C4, 0x22E6510],
@@ -24632,7 +24650,7 @@ class NaOverlay29Functions:
24632
24650
  [0x2300818],
24633
24651
  None,
24634
24652
  "CheckVariousStatuses2",
24635
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24653
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24636
24654
  None,
24637
24655
  )
24638
24656
 
@@ -16354,7 +16354,7 @@ class NaItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -18159,6 +18159,15 @@ class NaItcmOverlay10Data:
18159
18159
  "struct special_monster_move_animation[7422]",
18160
18160
  )
18161
18161
 
18162
+ DEFEAT_ITEM_LOSS_CHANCE = Symbol(
18163
+ None,
18164
+ None,
18165
+ None,
18166
+ "DEFEAT_ITEM_LOSS_CHANCE",
18167
+ "Chance of losing each individual bag item after being defeated in a dungeon (50%).",
18168
+ "struct data_processing_instruction",
18169
+ )
18170
+
18162
18171
 
18163
18172
  class NaItcmOverlay10Section:
18164
18173
  name = "overlay10"
@@ -22335,6 +22344,15 @@ class NaItcmOverlay29Functions:
22335
22344
  None,
22336
22345
  )
22337
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22338
22356
  PlayEffectAnimation0x1A9 = Symbol(
22339
22357
  None,
22340
22358
  None,
@@ -24059,7 +24077,7 @@ class NaItcmOverlay29Functions:
24059
24077
  None,
24060
24078
  None,
24061
24079
  "CheckVariousStatuses2",
24062
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24063
24081
  None,
24064
24082
  )
24065
24083
 
@@ -11272,6 +11272,11 @@ class Overlay10DataProtocol(Protocol):
11272
11272
  Optional[int],
11273
11273
  ]
11274
11274
 
11275
+ DEFEAT_ITEM_LOSS_CHANCE: Symbol[
11276
+ Optional[list[int]],
11277
+ None,
11278
+ ]
11279
+
11275
11280
 
11276
11281
  Overlay10Protocol = SectionProtocol[
11277
11282
  Overlay10FunctionsProtocol,
@@ -13845,6 +13850,11 @@ class Overlay29FunctionsProtocol(Protocol):
13845
13850
  None,
13846
13851
  ]
13847
13852
 
13853
+ ShouldDisplayEntityAdvanced: Symbol[
13854
+ Optional[list[int]],
13855
+ None,
13856
+ ]
13857
+
13848
13858
  PlayEffectAnimation0x1A9: Symbol[
13849
13859
  Optional[list[int]],
13850
13860
  None,
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: pmdsky-debug-py
3
- Version: 10.0.31
3
+ Version: 10.0.33
4
4
  Summary: pmdsky-debug symbols for Python.
5
5
  Author-email: Marco 'Capypara' Köpcke <hello@capypara.de>
6
6
  License: MIT
@@ -0,0 +1,14 @@
1
+ pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
+ pmdsky_debug_py/_release.py,sha256=ZnFzakTD8hVMPv26y0rbNRcUdR1eA102PV41oo7ECpY,31
3
+ pmdsky_debug_py/eu.py,sha256=gPOjZh30ZMuMsMqWrhPc0NZsbZGDXdq7FNDsVJZR-Mc,1111188
4
+ pmdsky_debug_py/eu_itcm.py,sha256=KBy19-BiLbzUH0NFhbgAjxDRanKw_p3wTGQozIZZDag,1061163
5
+ pmdsky_debug_py/jp.py,sha256=j2hkrmyH4p5jRZTEyJIwRk_G3ySG8oWG48id6RJXuiI,1107628
6
+ pmdsky_debug_py/jp_itcm.py,sha256=mZ2ce4gKJ5FkT4g_KliDg7eBvCSCcD1IAq2ImtEV_O8,1061153
7
+ pmdsky_debug_py/na.py,sha256=4thq2Lz4Bk2b4UjHZ01W3shyBs-hlP8TC27nRKg7kDI,1112185
8
+ pmdsky_debug_py/na_itcm.py,sha256=VNU0GQlE_KiTe-l9FuAy3sfXeAWBAhDMQaD7hhDPWHU,1061183
9
+ pmdsky_debug_py/protocol.py,sha256=HUq5oPW4kJs_iaShzoE47a4v7hjdftquGTA1Dnq5PGE,327383
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
+ pmdsky_debug_py-10.0.33.dist-info/METADATA,sha256=XmNO214N_DNenirM2eNAJlZecMnlly3JJlNx1fu8slA,1374
12
+ pmdsky_debug_py-10.0.33.dist-info/WHEEL,sha256=GV9aMThwP_4oNCtvEC2ec3qUYutgWeAzklro_0m4WJQ,91
13
+ pmdsky_debug_py-10.0.33.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.0.33.dist-info/RECORD,,
@@ -1,5 +1,5 @@
1
1
  Wheel-Version: 1.0
2
- Generator: setuptools (74.1.2)
2
+ Generator: setuptools (75.1.0)
3
3
  Root-Is-Purelib: true
4
4
  Tag: py3-none-any
5
5
 
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
- pmdsky_debug_py/_release.py,sha256=IJQeAg4YI1bGITmChzbKQOewMvajj-dO4Q7HZpcXNcg,31
3
- pmdsky_debug_py/eu.py,sha256=HyFB_XqDtSTKXvv7gIyeSq6JHhtzpvOzKmHuA5bFO3E,1110390
4
- pmdsky_debug_py/eu_itcm.py,sha256=pCUgvqIBvSJgdZJA0gFDm84rPhuxDjPIc0wh9KF71Vo,1060387
5
- pmdsky_debug_py/jp.py,sha256=xZwbZg_JREkTICxCEh2Gs8Q3IdPeLX90oxq2mZfrdak,1106852
6
- pmdsky_debug_py/jp_itcm.py,sha256=fX1KxlM_IIFYAEGRi39KPB64o4rdeKTnw19rQb5OeW4,1060377
7
- pmdsky_debug_py/na.py,sha256=4p4XSPRuMwLK9Xc0_roTMMQUXThNCBMvA753WK_Ef0M,1111398
8
- pmdsky_debug_py/na_itcm.py,sha256=c_qs6FILSumAMsdm5E44dNzFz9FKwmXtfDeA_P8SMeo,1060407
9
- pmdsky_debug_py/protocol.py,sha256=KXrkJ1Z_bX1kvqnNTvwD2u63z2AwYdvrNv_Cod-aVmQ,327205
10
- pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
- pmdsky_debug_py-10.0.31.dist-info/METADATA,sha256=672tlWABoTwAt-nl8D7E4qrGwHYATFDX77lkZoNf1D4,1374
12
- pmdsky_debug_py-10.0.31.dist-info/WHEEL,sha256=cVxcB9AmuTcXqmwrtPhNK88dr7IR_b6qagTj0UvIEbY,91
13
- pmdsky_debug_py-10.0.31.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
- pmdsky_debug_py-10.0.31.dist-info/RECORD,,