14#define ACTOR_TYPE_LIST_END 0xFF
19 ACTOR_TYPE_DUPLIGHOST,
20 ACTOR_TYPE_GHOST_GOOMBARIO,
21 ACTOR_TYPE_GHOST_KOOPER,
22 ACTOR_TYPE_GHOST_BOMBETTE,
23 ACTOR_TYPE_GHOST_PARAKARRY,
25 ACTOR_TYPE_GHOST_WATT,
26 ACTOR_TYPE_GHOST_SUSHIE,
27 ACTOR_TYPE_GHOST_LAKILESTER,
33 ACTOR_TYPE_LEE_GOOMBARIO,
34 ACTOR_TYPE_LEE_KOOPER,
35 ACTOR_TYPE_LEE_BOMBETTE,
36 ACTOR_TYPE_LEE_PARAKARRY,
39 ACTOR_TYPE_LEE_SUSHIE,
40 ACTOR_TYPE_LEE_LAKILESTER,
45 ACTOR_TYPE_CRYSTAL_KING,
46 ACTOR_TYPE_CRYSTAL_CLONE,
52 ACTOR_TYPE_LIGHT_BULB,
57 ACTOR_TYPE_FINAL_BOWSER_1,
58 ACTOR_TYPE_FINAL_BOWSER_2,
65 ACTOR_TYPE_FLYING_MAGIKOOPA,
66 ACTOR_TYPE_FLYING_MAGICLONE,
71 ACTOR_TYPE_RED_MAGIKOOPA,
72 ACTOR_TYPE_FLYING_RED_MAGIKOOPA,
77 ACTOR_TYPE_GREEN_MAGIKOOPA,
78 ACTOR_TYPE_FLYING_GREEN_MAGIKOOPA,
83 ACTOR_TYPE_GRAY_MAGIKOOPA,
84 ACTOR_TYPE_FLYING_GRAY_MAGIKOOPA,
89 ACTOR_TYPE_YELLOW_MAGIKOOPA,
90 ACTOR_TYPE_FLYING_YELLOW_MAGIKOOPA,
95 ACTOR_TYPE_WHITE_MAGIKOOPA,
96 ACTOR_TYPE_FLYING_WHITE_MAGIKOOPA,
115API_CALLABLE(ActorSpeak) {
116 Bytecode* args = script->ptrReadPos;
124 f32 headX, headY, headZ;
125 s32 screenX, screenY, screenZ;
137 actorID = script->owner1.actorID;
159 script->functionTemp[0] = 0;
167 if (script->functionTemp[0] == 0) {
207API_CALLABLE(EndActorSpeech) {
208 Bytecode* args = script->ptrReadPos;
213 s32 screenX, screenY, screenZ;
223 actorID = script->owner1.actorID;
232 script->functionTemp[0] = 0;
236 if (script->functionTemp[0] == 0) {
275API_CALLABLE(ShowBattleChoice) {
276 Bytecode* args = script->ptrReadPos;
281 script->functionTemp[1] = 0;
285 if (script->functionTemp[1] == 1) {
289 script->varTable[0] = currentOption;
297API_CALLABLE(EnableBattleStatusBar) {
298 Bytecode* args = script->ptrReadPos;
309API_CALLABLE(OverrideBattleDmaDest) {
314API_CALLABLE(LoadBattleDmaData) {
319 if (dmaEntry == NULL) {
332API_CALLABLE(EnableBattleFloorReflections) {
334 Bytecode* args = script->ptrReadPos;
347API_CALLABLE(SetDarknessMode) {
349 Bytecode* args = script->ptrReadPos;
352 switch (darknessMode) {
370API_CALLABLE(GetDarknessStatus) {
371 Bytecode* args = script->ptrReadPos;
392API_CALLABLE(PlaySoundAtActor) {
393 Bytecode* args = script->ptrReadPos;
399 actorID = script->owner1.
actorID;
408API_CALLABLE(PlaySoundAtPart) {
409 Bytecode* args = script->ptrReadPos;
416 actorID = script->owner1.actorID;
425API_CALLABLE(PlayLoopingSoundAtActor) {
426 Bytecode* args = script->ptrReadPos;
433 actorID = script->owner1.
actorID;
443API_CALLABLE(StopLoopingSoundAtActor) {
444 Bytecode* args = script->ptrReadPos;
450 actorID = script->owner1.
actorID;
464API_CALLABLE(SetForegroundModelsVisibleUnchecked) {
473API_CALLABLE(SetForegroundModelsVisible) {
482API_CALLABLE(MakeIgnoreResStatusField) {
483 Bytecode* args = script->ptrReadPos;
492API_CALLABLE(MakeStatusField) {
493 Bytecode* args = script->ptrReadPos;
494 s32 outVar = *args++;
495 s32 typeFlag = *args++;
532 return (
flags >> (actorType % 8)) & 1;
550 if (actorType == types[j]) {
552 actorType = types[k];
555 gb |= 1 << (actorType % 8);
566 gb |= 1 << (actorType % 8);
586 if (actorType == types[j]) {
588 actorType = types[k];
591 gb |= 1 << (actorType % 8);
601 gb |= 1 << (actorType % 8);
605API_CALLABLE(SetEnemiesFled) {
612API_CALLABLE(MultiplyByActorScale) {
613 Bytecode* args = script->ptrReadPos;
620API_CALLABLE(MultiplyVec2ByActorScale) {
621 Bytecode* args = script->ptrReadPos;
630API_CALLABLE(MultiplyVec3ByActorScale) {
631 Bytecode* args = script->ptrReadPos;
641API_CALLABLE(ApplyShrinkFromOwner) {
642 Bytecode* args = script->ptrReadPos;
654API_CALLABLE(StartRumble) {
BSS MessagePrintState * D_8029FA64
BSS char D_8029F660[0x400]
s32 is_actortype_health_bar_visible(s32 actorType)
u8 ActorTypesGreenMagikoopa[]
s32 is_actor_health_bar_visible(Actor *actor)
BSS ActorPart * gSpeakingActorPart
BSS MessagePrintState * gSpeakingActorPrintCtx
#define ACTOR_TYPE_LIST_END
u8 ActorTypesYellowMagikoopa[]
u8 ActorTypesGrayMagikoopa[]
u8 ActorTypesCrystalKing[]
u8 ActorTypesShyGuyBoss[]
BSS s32 gSpeakingActorPrintIsDone
void load_tattle_flags(s32 actorType)
void save_tattle_flags(s32 actorType)
BSS Actor * gSpeakingActor
u8 ActorTypesWhiteMagikoopa[]
BSS s32 gSpeakingActorIdleAnim
BSS s32 gSpeakingActorTalkAnim
u8 ActorTypesRedMagikoopa[]
BattleArea gBattleAreas[]
#define sfx_play_sound_at_position
@ MSG_STATE_FLAG_SPEAKING
@ BATTLE_STATE_END_BATTLE
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
@ GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI
@ GLOBAL_OVERRIDES_ENABLE_FLOOR_REFLECTION
@ BTL_DARKNESS_STATE_WATT_BASED
@ BTL_DARKNESS_STATE_LOCKED
@ BTL_DARKNESS_STATE_DARK
s32 evt_get_variable(Evt *script, Bytecode var)
void hide_foreground_models(void)
s32 is_ability_active(s32 arg0)
void msg_printer_set_origin_pos(MessagePrintState *msgPrintState, s32 x, s32 y)
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
void decrement_status_bar_disabled(void)
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
void close_message(MessagePrintState *msgPrintState)
void set_actor_anim_by_ref(Actor *, ActorPart *, AnimID)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void hide_foreground_models_unchecked(void)
void start_rumble_type(u32)
MessagePrintState * msg_get_printer_for_msg(s32 msgID, s32 *a1)
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
void show_foreground_models_unchecked(void)
void get_screen_overlay_params(s32, u8 *type, f32 *zoom)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void btl_set_state(s32 battleState)
void show_foreground_models(void)
void increment_status_bar_disabled(void)
EncounterStatus gCurrentEncounter
void sfx_stop_sound(s32 soundID)
#define UNPACK_BTL_AREA(battleID)
#define DMG_STATUS_IGNORE_RES(typeFlag, duration)
#define EVT_INDEX_OF_GAME_BYTE(v)
#define DMG_STATUS_KEY(typeFlag, duration, chance)
BattleStatus gBattleStatus
s32 get_global_byte(s32 index)
Get value of saved game byte.
s8 set_global_byte(s32 index, s32 value)
Set value of saved game byte.