14#define ACTOR_TYPE_LIST_END 0xFF
137 actorID =
script->owner1.actorID;
159 script->functionTemp[0] = 0;
167 if (
script->functionTemp[0] == 0) {
223 actorID =
script->owner1.actorID;
232 script->functionTemp[0] = 0;
236 if (
script->functionTemp[0] == 0) {
281 script->functionTemp[1] = 0;
285 if (
script->functionTemp[1] == 1) {
352 switch (darknessMode) {
416 actorID =
script->owner1.actorID;
532 return (
flags >> (actorType % 8)) & 1;
550 if (actorType ==
types[
j]) {
555 gb |= 1 << (actorType % 8);
566 gb |= 1 << (actorType % 8);
586 if (actorType ==
types[
j]) {
591 gb |= 1 << (actorType % 8);
601 gb |= 1 << (actorType % 8);
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[]
BSS s32 PopupMenu_SelectedIndex
BattleArea gBattleAreas[]
When updating this, make sure you also update:
#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.