5#include "message_ids.h"
51 if (
entity->alpha < alpha) {
67 if (
entity->alpha < alpha) {
104 data =
entity->dataBuf.heartBlockContent;
130 switch (data->
state) {
142 if (
entity->scale.x >= 1.0) {
189 f32 offsetX, offsetY, offsetZ;
191 switch (data->
state) {
271 if (
entity->rot.y >= 360.0f) {
277 if (data->
state == 4) {
306 if (
entity->scale.x < 1.0) {
317 if (
entity->scale.x <= 1.0) {
445 .modelAnimationNodes = 0,
451 .aabbSize = { 25, 25, 25 }
458 .modelAnimationNodes = 0,
461 .fpHandleCollision =
NULL,
464 .aabbSize = { 18, 6, 18 }
471 .modelAnimationNodes = 0,
477 .aabbSize = { 25, 25, 25 }
BSS s32 PopupMenu_SelectedIndex
EntityBlueprint Entity_HeartBlockFrame
void entity_HeartBlockContent__reset(Entity *entity)
EntityModelScript Entity_HeartBlockContent_RenderScriptIdle
EntityModelScript Entity_HeartBlockContent_RenderScriptHit
EntityBlueprint Entity_HeartBlockContent
EntityBlueprint Entity_HeartBlock
void entity_HeartBlockContent_init(Entity *entity)
Gfx Entity_HeartBlockContent_RenderHeartHappy[]
Gfx Entity_HeartBlockContent_RenderHeartAwake[]
EntityModelScript Entity_HeartBlock_RenderScript
void entity_HeartBlock_show_tutorial_message(Entity *entity)
void entity_HeartBlock_change_render_script(Entity *entity)
void entity_HeartBlockContent_reset_data(Entity *entity)
EntityScript Entity_InertBlock_Script
void entity_HeartBlockContent_setupGfx(s32 entityIndex)
EntityModelScript Entity_HeartBlockContent_RenderScriptAfterHit
void entity_HeartBlock_wait_for_close_tutorial(Entity *entity)
void entity_HeartBlockContent__anim_heal(Entity *entity, s32 arg1)
s8 entity_HeartBlock_create_child_entity(Entity *entity, EntityBlueprint *bp)
f32 entity_HeartBlockContent_get_previous_yaw(HeartBlockContentData *data, s32 lagTime)
void entity_HeartBlockContent_anim_idle(Entity *entity, s32 arg1)
BSS u32 HeartBlockPrinterClosed
Gfx Entity_HeartBlockContent_RenderHeartSleeping[]
void entity_HeartBlock_idle(Entity *entity)
void entity_HeartBlockContent_set_initial_pos(Entity *entity)
void entity_HeartBlock_init(Entity *entity)
void entity_HeartBlockContent__setupGfx(s32 entityIndex, Gfx *arg1)
void entity_HeartBlockContent_idle(Entity *entity)
EntityScript Entity_HeartBlockContent_Script
void entity_HeartBlockContent_reset(Entity *entity)
void entity_HeartBlockContent_anim_beating(Entity *entity)
EntityScript Entity_HeartBlock_Script
Gfx Entity_HeartBlock_Render[]
void entity_HeartBlockContent_anim_heal(Entity *entity)
s32 CreateEntityVarArgBuffer[]
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define ENTITY_ADDR(entity, type, data)
#define es_SetCallback(func, time)
#define es_PlaySound(soundId)
void entity_set_render_script(Entity *entity, EntityModelScript *cmdList)
@ ENTITY_TYPE_HEALING_BLOCK_FRAME
@ ENTITY_TYPE_HEALING_BLOCK
@ ENTITY_TYPE_HEALING_BLOCK_CONTENT
@ PA_FLAG_RAISED_ARMS
Sets action state to ACTION_STATE_RAISE_ARMS on idle.
@ RENDER_MODE_SURFACE_XLU_LAYER3
@ RENDER_MODE_SURFACE_XLU_LAYER2
@ ENTITY_FLAG_FIXED_SHADOW_SIZE
@ ENTITY_FLAG_DISABLE_COLLISION
@ ENTITY_FLAG_ALWAYS_FACE_CAMERA
Entity * get_entity_by_index(s32 index)
s32 disable_player_input(void)
s32 entity_can_collide_with_jumping_player(Entity *entity)
void entity_block_hit_animate_scale(Entity *entity)
s32 entity_start_script(Entity *entity)
s32 enable_player_input(void)
MessagePrintState * msg_get_printer_for_msg(s32 msgID, s32 *a1)
s32 entity_base_block_idle(Entity *entity)
void exec_entity_commandlist(Entity *entity)
void entity_base_block_init(Entity *entity)
f32 entity_block_hit_init_scale(Entity *entity)
void set_time_freeze_mode(s32)
Time freeze modes: 0: none 1: NPCs move, can't be interacted with 2: NPCs don't move,...
s32 create_entity(EntityBlueprint *bp,...)
s32 entity_block_handle_collision(Entity *entity)
s32 recover_hp(s32 amt)
Recover player HP.
s32 recover_fp(s32 amt)
Recover player FP.
void sfx_play_sound(s32 soundID)
void(* renderSetupFunc)(s32)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext
s32 set_global_flag(s32 index)
s32 get_global_flag(s32 index)