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add GJBaseGameLayer::processAreaEffects ios (geode-sdk#1166)
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bindings/2.2074/GeometryDash.bro

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@@ -9984,7 +9984,7 @@ class GJBaseGameLayer : cocos2d::CCLayer, TriggerEffectDelegate {
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void processAdvancedFollowAction(AdvancedFollowInstance&, bool, float) = win 0x22a020;
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void processAdvancedFollowActions(float) = win 0x229e00, m1 0x110348, imac 0x136c60, ios 0x1fa914;
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void processAreaActions(float, bool) = win 0x223ce0, m1 0x10d458, imac 0x133460, ios 0x1f822c;
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void processAreaEffects(gd::vector<EnterEffectInstance>*, GJAreaActionType, float, bool) = win 0x223100, imac 0x1308e0, m1 0x10afe8;
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void processAreaEffects(gd::vector<EnterEffectInstance>*, GJAreaActionType, float, bool) = win 0x223100, imac 0x1308e0, m1 0x10afe8, ios 0x1f61f4;
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void processAreaFadeGroupAction(cocos2d::CCArray*, EnterEffectInstance*, cocos2d::CCPoint, bool);
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void processAreaMoveGroupAction(cocos2d::CCArray*, EnterEffectInstance*, cocos2d::CCPoint, int, int, int, int, int, bool, bool) = win 0x2251f0, m1 0x10c484, imac 0x132070;
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void processAreaRotateGroupAction(cocos2d::CCArray*, EnterEffectInstance*, cocos2d::CCPoint, int, int, int, int, int, bool, bool) = win 0x224ab0;

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