37 .modelAnimationNodes = 0,
40 .fpHandleCollision =
NULL,
43 .aabbSize = {16, 16, 16}
50 .modelAnimationNodes = 0,
53 .fpHandleCollision =
NULL,
56 .aabbSize = {16, 16, 16}
63 .modelAnimationNodes = 0,
66 .fpHandleCollision =
NULL,
69 .aabbSize = {16, 16, 16}
76 .modelAnimationNodes = 0,
79 .fpHandleCollision =
NULL,
89 .modelAnimationNodes = 0,
92 .fpHandleCollision =
NULL,
102 .modelAnimationNodes = 0,
105 .fpHandleCollision =
NULL,
108 .aabbSize = {8, 8, 8}
115 .modelAnimationNodes = 0,
118 .fpHandleCollision =
NULL,
121 .aabbSize = {8, 8, 8}
127 Gfx** fragmentDisplayLists =
NULL;
129 entity->dataBuf.shatteringBlock->originalPosY =
entity->pos.y;
BSS s32 PopupMenu_SelectedIndex
Mtx Entity_ShatteringHammer2Block_FragmentsMatrices[]
void entity_breakable_block_create_shattering_entity(Entity *entity)
void entity_shattering_block_init(Entity *entity)
EntityModelScript Entity_ShatteringBlock_RenderScript
EntityBlueprint Entity_ShatteringHammer2BlockTiny
Gfx * Entity_ShatteringHammer1Block_FragmentsRender[]
EntityBlueprint Entity_ShatteringHammer1Block
Gfx * Entity_ShatteringHammer2Block_FragmentsRender[]
void entity_shattering_init_pieces(Entity *entity, Gfx **dlists, Mtx *matrices)
Mtx Entity_ShatteringHammer1Block_FragmentsMatrices[]
EntityScript Entity_ShatteringBlock_Script
EntityBlueprint Entity_ShatteringBrickBlock
EntityBlueprint Entity_ShatteringHammer1BlockTiny
Gfx * Entity_ShatteringHammer3Block_FragmentsRender[]
Mtx Entity_ShatteringBrickBlock_FragmentsMatrices[]
Mtx Entity_ShatteringHammer3Block_FragmentsMatrices[]
EntityBlueprint Entity_ShatteringHammer3Block
EntityBlueprint Entity_ShatteringHammer3BlockTiny
Gfx * Entity_ShatteringBrickBlock_FragmentsRender[]
EntityBlueprint Entity_ShatteringHammer2Block
#define sfx_play_sound_at_position
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
@ ENTITY_TYPE_HAMMER1_BLOCK
@ ENTITY_TYPE_SINGLE_TRIGGER_BLOCK
@ ENTITY_TYPE_HIDDEN_RED_BLOCK
@ ENTITY_TYPE_HAMMER3_BLOCK
@ ENTITY_TYPE_HAMMER2_BLOCK
@ ENTITY_TYPE_INACTIVE_BLOCK
@ ENTITY_TYPE_HAMMER3_BLOCK_TINY
@ ENTITY_TYPE_MULTI_COIN_BRICK
@ ENTITY_TYPE_BRICK_BLOCK
@ ENTITY_TYPE_HAMMER2_BLOCK_TINY
@ ENTITY_TYPE_HIDDEN_YELLOW_BLOCK
@ ENTITY_TYPE_HAMMER1_BLOCK_TINY
@ ENTITY_TYPE_YELLOW_BLOCK
@ RENDER_MODE_SURFACE_XLU_LAYER1
u32 get_entity_type(s32 arg0)
s32 create_entity(EntityBlueprint *bp,...)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.