Go to the source code of this file.
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s32 | count_targets (Actor *actor, s32 targetHomeIndex, s32 targetSelectionFlags) |
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s32 | get_nearest_home_index (f32 x, f32 y, f32 z) |
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void | set_goal_pos_to_part (ActorState *state, s32 actorID, s32 partID) |
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void | set_part_goal_to_actor_part (ActorPartMovement *movement, s32 actorID, s32 partID) |
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void | set_actor_current_position (s32 actorID, f32 x, f32 y, f32 z) |
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void | set_part_absolute_position (s32 actorID, s32 partID, f32 x, f32 y, f32 z) |
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void | set_actor_home_position (s32 actorID, f32 x, f32 y, f32 z) |
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Actor * | get_actor (s32 actorID) |
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◆ count_targets()
s32 count_targets |
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Actor * | actor, |
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s32 | targetHomeIndex, |
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s32 | targetSelectionFlags ) |
Definition at line 8 of file actor_api.c.
8 {
10
15}
void create_current_pos_target_list(Actor *actor)
BattleStatus gBattleStatus
◆ get_nearest_home_index()
s32 get_nearest_home_index |
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f32 | x, |
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f32 | y, |
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f32 | z ) |
Definition at line 17 of file actor_api.c.
17 {
18 s32 row;
19 s32 col;
20
21 if (y < 40.0f) {
22 row = 0;
23 } else if (y < 85.0f) {
24 row = 1;
25 } else if (y < 100.0f) {
26 row = 2;
27 } else {
28 row = 3;
29 }
30
31 if (x < 25.0f) {
32 col = 0;
33 } else if (x < 65.0f) {
34 col = 1;
35 } else if (x < 105.0f) {
36 col = 2;
37 } else {
38 col = 3;
39 }
40
41 return col | (row << 2);
42}
◆ set_goal_pos_to_part()
void set_goal_pos_to_part |
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ActorState * | state, |
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s32 | actorID, |
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s32 | partID ) |
Definition at line 44 of file actor_api.c.
44 {
48
49 switch (actorClass) {
57 }
58 break;
66 } else {
68 }
70 } else {
74 } else {
76 }
78 }
79 break;
80 }
81}
Actor * get_actor(s32 actorID)
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
ActorPart * get_actor_part(Actor *actor, s32 partID)
Referenced by dispatch_damage_event_partner(), and dispatch_damage_event_player().
◆ set_part_goal_to_actor_part()
void set_part_goal_to_actor_part |
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ActorPartMovement * | movement, |
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s32 | actorID, |
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s32 | partID ) |
Definition at line 83 of file actor_api.c.
83 {
87
88 switch (actorClass) {
94 break;
102 } else {
104 }
106 } else {
110 } else {
112 }
114 }
115 break;
116 }
117}
struct ActorPartMovement * movement
◆ set_actor_current_position()
void set_actor_current_position |
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s32 | actorID, |
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f32 | x, |
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f32 | y, |
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f32 | z ) |
◆ set_part_absolute_position()
void set_part_absolute_position |
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s32 | actorID, |
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s32 | partID, |
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f32 | x, |
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f32 | y, |
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f32 | z ) |
Definition at line 127 of file actor_api.c.
127 {
130
136 break;
143 break;
144 }
145}
◆ set_actor_home_position()
void set_actor_home_position |
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s32 | actorID, |
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f32 | x, |
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f32 | y, |
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f32 | z ) |
◆ get_actor()
Actor * get_actor |
( |
s32 | actorID | ) |
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Definition at line 155 of file actor_api.c.
155 {
159 u32 idIdx = (u8)actorID;
160
161 switch (actorClass) {
164 break;
167 break;
170 break;
171 }
172 return ret;
173}
struct Actor * partnerActor
struct Actor * playerActor
struct Actor * enemyActors[24]
Referenced by btl_state_draw_select_target(), btl_state_update_first_strike(), btl_state_update_next_enemy(), btl_state_update_partner_striking_first(), btl_state_update_select_target(), calc_enemy_damage_target(), calc_enemy_test_target(), calc_item_check_hit(), calc_item_damage_enemy(), calc_partner_damage_enemy(), calc_partner_test_enemy(), calc_player_damage_enemy(), calc_player_test_enemy(), clear_part_flag_bits(), create_part_shadow(), create_target_list(), get_cam_subject_properties(), remove_part_shadow(), set_actor_anim(), set_actor_anim_rate(), set_actor_current_position(), set_actor_home_position(), set_actor_yaw(), set_goal_pos_to_part(), set_part_absolute_position(), set_part_flag_bits(), set_part_goal_to_actor_part(), and set_part_yaw().
◆ IsGroupHeal
◆ ApplyingBuff