19 orbit->totalOrbitAngle = 0;
20 orbit->numRotations = 0;
22 orbit->firstPlayerX = 0;
23 orbit->firstPlayerZ = 0;
24 orbit->lastPlayerX = 0;
25 orbit->lastPlayerZ = 0;
27 orbit->lastNumRotations = 0;
31 switch (
orbit->state) {
92 orbit->numRotations =
orbit->totalOrbitAngle / 360;
93 if (
orbit->numRotations !=
orbit->lastNumRotations) {
112 orbit->totalOrbitAngle = 0.0f;
113 orbit->numRotations = 0;
114 orbit->lastNumRotations = 0;
BSS s32 PopupMenu_SelectedIndex
@ ORBIT_STATE_STARTING_ORBIT
@ ORBIT_STATE_FIRST_FRAME
@ ORBIT_STATE_SECOND_FRAME
@ ORBIT_STATE_MAINTAIN_ORBIT
@ ORBIT_STATE_BREAK_ORBIT
@ PLAYER_ORBIT_COMPLETE_ROTATION
@ PLAYER_ORBIT_CHANGE_DIRECTION
@ PLAYER_ORBIT_LEFT_REGION
@ PLAYER_ORBIT_CONTINUE_ORBIT
s32 evt_get_variable(Evt *script, Bytecode var)
f32 get_xz_dist_to_player(f32, f32)
f32 get_clamped_angle_diff(f32, f32)
void * heap_malloc(s32 size)
PlayerStatus gPlayerStatus