6#include "message_ids.h"
9extern Addr entity_model_SaveBlock_ROM_END;
10extern Addr entity_model_SaveBlock_ROM_START;
26extern Gfx Entity_SaveBlock_RenderBlock_es[];
46 gDPSetRenderMode(gfxPos++, G_RM_ZB_CLD_SURF, G_RM_ZB_CLD_SURF2);
48 gDPSetPrimColor(gfxPos++, 0, 0, 0, 0, 0, alpha);
49 gSPDisplayList(gfxPos++, dlist);
50 gSPPopMatrix(gfxPos++, G_MTX_MODELVIEW);
59 dlist =
ENTITY_ADDR(entity, Gfx*, Entity_SaveBlock_RenderBlock_es);
67 gDPPipeSync(gfxPos++);
71 gDPSetRenderMode(gfxPos++, G_RM_AA_XLU_SURF | Z_CMP, G_RM_AA_XLU_SURF2 | Z_CMP);
73 gDPSetPrimColor(gfxPos++, 0, 0, 0, 0, 0, alpha);
74 gSPDisplayList(gfxPos++, dlist);
75 gSPPopMatrix(gfxPos++, G_MTX_MODELVIEW);
195 .modelAnimationNodes = 0,
201 .aabbSize = { 25, 25, 25 }
void entity_SaveBlock_wait_for_close_tutorial(Entity *entity)
BSS MessagePrintState * SaveBlockResultPrinter
s32 Entity_SaveBlock_ScriptResume[]
void entity_SaveBlock_wait_for_close_choice(Entity *entity)
Gfx Entity_SaveBlock_RenderNone[]
EntityModelScript Entity_SaveBlock_RenderScript
void entity_SaveBlock_setupGfx(s32 index)
void entity_SaveBlock_save_data(void)
void entity_SaveBlock_pause_game(void)
void entity_SaveBlock_resume_game(void)
EntityScript Entity_SaveBlock_Script
void entity_SaveBlock_wait_for_close_result(Entity *entity)
void entity_SaveBlock_init(Entity *entity)
Gfx Entity_SaveBlock_RenderContent[]
EntityBlueprint Entity_SavePoint
Gfx Entity_SaveBlock_RenderBlock[]
void entity_SaveBlock_idle(Entity *entity)
void entity_SaveBlock_show_tutorial_message(Entity *entity)
void entity_SaveBlock_show_result_message(void)
BSS MessagePrintState * SaveBlockTutorialPrinter
void entity_SaveBlock_show_choice_message(void)
BSS s32 SaveBlockTutorialPrinterClosed
BSS s32 SaveBlockResultPrinterClosed
struct SaveBlockData * saveBlock
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define ENTITY_ADDR(entity, type, data)
#define es_SetCallback(func, time)
#define es_PlaySound(soundId)
@ RENDER_MODE_SURFACE_XLU_LAYER3
@ ENTITY_FLAG_FIXED_SHADOW_SIZE
void fio_save_game(s32 saveSlot)
Entity * get_entity_by_index(s32 index)
s32 disable_player_input(void)
void close_message(MessagePrintState *msgPrintState)
void entity_block_hit_animate_scale(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 set_entity_commandlist(Entity *entity, s32 *entityScript)
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 msg_printer_load_msg(s32 msgID, MessagePrintState *printer)
s32 entity_block_handle_collision(Entity *entity)
void sfx_play_sound(s32 soundID)
void(* renderSetupFunc)(s32)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
PlayerStatus * gPlayerStatusPtr
GameStatus * gGameStatusPtr
DisplayContext * gDisplayContext
s32 set_global_flag(s32 index)
s32 get_global_flag(s32 index)