16#define REFLECTED_SWITCH_HIDDEN 1
17#define REFLECTED_SWITCH_LINKED 2
481 data =
entity->dataBuf.swtch;
542 .modelAnimationNodes = 0,
545 .fpHandleCollision =
NULL,
548 .aabbSize = {22, 23, 22}
555 .modelAnimationNodes = 0,
558 .fpHandleCollision =
NULL,
561 .aabbSize = {22, 23, 22}
568 .modelAnimationNodes = 0,
571 .fpHandleCollision =
NULL,
574 .aabbSize = {66, 75, 66}
581 .modelAnimationNodes = 0,
584 .fpHandleCollision =
NULL,
587 .aabbSize = {50, 15, 50}
BSS s32 PopupMenu_SelectedIndex
#define REFLECTED_SWITCH_LINKED
void entity_base_switch_animate_scale(Entity *entity)
EntityModelScript Entity_BlueSwitch_RenderScript
EntityModelScript Entity_HugeBlueSwitch_RenderScript
void entity_switch_fall_down(Entity *entity)
EntityScript Entity_BlueSwitch_Script
void entity_HugeBlueSwitch_idle(Entity *entity)
EntityBlueprint Entity_BlueSwitch
void entity_base_switch_start_bound_script(Entity *entity)
void entity_RedSwitch_wait_and_reset(Entity *entity)
Gfx Entity_GreenStompSwitch_Render[]
void entity_BlueSwitch_init(Entity *entity)
EntityBlueprint Entity_GreenStompSwitch
void entity_GreenStompSwitch_extend(Entity *entity)
EntityModelScript Entity_GreenStompSwitch_RenderScript
void entity_small_switch_idle(Entity *entity)
EntityScript Entity_RedSwitch_Script
void entity_base_switch_init(Entity *entity)
void entity_GreenStompSwitch_retract(Entity *entity)
Gfx Entity_RedSwitch_Render[]
EntityBlueprint Entity_HugeBlueSwitch
void entity_HugeBlueSwitch_init(Entity *entity)
Gfx Entity_BlueSwitch_Render[]
EntityScript Entity_GreenStompSwitch_Script
EntityModelScript Entity_RedSwitch_RenderScript
s32 entity_RedSwitch_animate_scale(Entity *entity)
void entity_base_switch_anim_init(Entity *entity)
void entity_GreenStompSwitch_idle(Entity *entity)
EntityBlueprint Entity_RedSwitch
BSS Entity * SwitchToLink
#define REFLECTED_SWITCH_HIDDEN
EntityScript Entity_HugeBlueSwitch_Script
s32 CreateEntityVarArgBuffer[]
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define es_SetCallback(func, time)
#define es_SetFlags(flags)
struct Entity * linkedSwitch
#define es_PlaySound(soundId)
@ ENTITY_TYPE_HUGE_BLUE_SWITCH
@ ENTITY_TYPE_BLUE_SWITCH
@ ENTITY_TYPE_GREEN_STOMP_SWITCH
@ ENTITY_COLLISION_PARTNER
@ ENTITY_COLLISION_PLAYER_HAMMER
@ ENTITY_COLLISION_PLAYER_TOUCH_FLOOR
@ RENDER_MODE_SURFACE_OPA
@ RENDER_MODE_SURFACE_XLU_LAYER1
@ ENTITY_FLAG_HAS_DYNAMIC_SHADOW
@ ENTITY_FLAG_FIXED_SHADOW_SIZE
@ ENTITY_FLAG_PENDING_INSTANCE_DELETE
@ ENTITY_FLAG_ALWAYS_FACE_CAMERA
@ ENTITY_FLAG_CIRCULAR_SHADOW
@ ACTION_STATE_SPIN_POUND
@ ACTION_STATE_TORNADO_POUND
b32 entity_raycast_down(f32 *, f32 *, f32 *, f32 *, f32 *, f32 *)
Mostly used for shadows.
s32 entity_start_script(Entity *entity)
void exec_entity_commandlist(Entity *entity)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
PartnerStatus gPartnerStatus
PlayerStatus gPlayerStatus
s32 set_area_flag(s32 index)