Paper Mario DX
Paper Mario (N64) modding
 
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actors.c File Reference

Go to the source code of this file.

Variables

PlayerCelebrationAnimOptions bPlayerCelebrations
 
u32 bMarioIdleAnims []
 
s32 bMarioDefendAnims []
 
s32 bMarioHideAnims []
 
s32 bPeachIdleAnims []
 
s32 bMarioDefenseTable []
 
s32 bPlayerStatusTable []
 
ActorBlueprint bPlayerActorBlueprint
 
ActorPartBlueprint bMarioParts []
 
Vec3s StandardActorHomePositions []
 
s32 * D_8028358C []
 

Variable Documentation

◆ bPlayerCelebrations

PlayerCelebrationAnimOptions bPlayerCelebrations

Definition at line 5 of file actors.c.

5 {
6 10, 90,
7 {
10 0, 0,
11 0, 0,
12 0, 0,
13 0, 0,
14 0, 0,
15 0, 0,
18 0, 0,
19 0, 0,
20 0, 0,
21 0, 0,
22 0, 0,
23 0, 0,
26 0, 0,
27 0, 0,
28 0, 0,
29 0, 0,
30 0, 0,
31 0, 0,
34 0, 0,
35 0, 0,
36 0, 0,
37 0, 0,
38 0, 0,
39 0, 0,
42 0, 0,
43 0, 0,
44 0, 0,
45 0, 0,
46 0, 0,
47 0, 0,
48 }
49};
BSS s32 PopupMenu_SelectedIndex

◆ bMarioIdleAnims

u32 bMarioIdleAnims[]
Initial value:
= {
}
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2220
@ STATUS_KEY_THINKING
Definition enums.h:2224
@ STATUS_KEY_WEARY
Definition enums.h:2225
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2217
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2218
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2210
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2215
@ STATUS_END
Definition enums.h:2196
@ STATUS_KEY_DANGER
Definition enums.h:2222
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_KEY_INACTIVE
Definition enums.h:2214
@ STATUS_KEY_HUSTLE
Definition enums.h:2221
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_14
Definition enums.h:2216
@ STATUS_KEY_BERSERK
Definition enums.h:2212
@ STATUS_KEY_NORMAL
Definition enums.h:2197

Definition at line 53 of file actors.c.

Referenced by btl_set_player_idle_anims(), and load_player_actor().

◆ bMarioDefendAnims

s32 bMarioDefendAnims[]
Initial value:

Definition at line 76 of file actors.c.

◆ bMarioHideAnims

s32 bMarioHideAnims[]
Initial value:

Definition at line 99 of file actors.c.

◆ bPeachIdleAnims

◆ bMarioDefenseTable

s32 bMarioDefenseTable[]
Initial value:
= {
}
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115

Definition at line 128 of file actors.c.

128 {
131};

Referenced by load_player_actor().

◆ bPlayerStatusTable

s32 bPlayerStatusTable[]
Initial value:
= {
}
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198

Definition at line 133 of file actors.c.

Referenced by load_player_actor().

◆ bPlayerActorBlueprint

ActorBlueprint bPlayerActorBlueprint
Initial value:
= {
.maxHP = 99,
.statusTable = bPlayerStatusTable,
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.size = { 33, 43 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusTextOffset = { 10, 30 },
}
s32 bPlayerStatusTable[]
Definition actors.c:133

Definition at line 158 of file actors.c.

158 {
159 .type = ACTOR_TYPE_PLAYER,
160 .maxHP = 99,
161 .statusTable = bPlayerStatusTable,
162
163 .escapeChance = 0,
164 .airLiftChance = 0,
165 .hurricaneChance = 0,
166 .spookChance = 0,
167 .upAndAwayChance = 0,
168 .spinSmashReq = 4,
169 .powerBounceChance = 80,
170
171 .size = { 33, 43 },
172 .healthBarOffset = { 0, 0 },
173 .statusIconOffset = { -10, 30 },
174 .statusTextOffset = { 10, 30 },
175};

Referenced by load_player_actor().

◆ bMarioParts

ActorPartBlueprint bMarioParts[]
Initial value:
= {
{
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 32 },
.opacity = 255,
.idleAnimations = bMarioIdleAnims,
.defenseTable = bMarioDefenseTable,
},
}
s32 bMarioDefenseTable[]
Definition actors.c:128
u32 bMarioIdleAnims[]
Definition actors.c:53

Definition at line 177 of file actors.c.

177 {
178 {
179 .index = 1,
180 .posOffset = { 0, 0, 0 },
181 .targetOffset = { 0, 32 },
182 .opacity = 255,
183 .idleAnimations = bMarioIdleAnims,
184 .defenseTable = bMarioDefenseTable,
185 },
186};

Referenced by load_player_actor().

◆ StandardActorHomePositions

Vec3s StandardActorHomePositions[]
Initial value:
= {
[BTL_POS_GROUND_A] { 5, 0, -20 },
[BTL_POS_GROUND_B] { 45, 0, -5 },
[BTL_POS_GROUND_C] { 85, 0, 10 },
[BTL_POS_GROUND_D] { 125, 0, 25 },
[BTL_POS_AIR_A] { 10, 50, -20 },
[BTL_POS_AIR_B] { 50, 45, -5 },
[BTL_POS_AIR_C] { 90, 50, 10 },
[BTL_POS_AIR_D] { 130, 55, 25 },
[BTL_POS_HIGH_A] { 15, 85, -20 },
[BTL_POS_HIGH_B] { 55, 80, -5 },
[BTL_POS_HIGH_C] { 95, 85, 10 },
[BTL_POS_HIGH_D] { 135, 90, 25 },
[BTL_POS_TOP_A] { 15, 125, -20 },
[BTL_POS_TOP_B] { 55, 120, -5 },
[BTL_POS_TOP_C] { 95, 125, 10 },
[BTL_POS_TOP_D] { 135, 130, 25 },
[BTL_POS_CENTER] { 105, 0, 0 },
}
@ BTL_POS_GROUND_B
Definition battle.h:62
@ BTL_POS_AIR_B
Definition battle.h:66
@ BTL_POS_GROUND_D
Definition battle.h:64
@ BTL_POS_CENTER
Definition battle.h:77
@ BTL_POS_AIR_D
Definition battle.h:68
@ BTL_POS_AIR_A
Definition battle.h:65
@ BTL_POS_AIR_C
Definition battle.h:67
@ BTL_POS_GROUND_A
Definition battle.h:61
@ BTL_POS_HIGH_D
Definition battle.h:72
@ BTL_POS_GROUND_C
Definition battle.h:63
@ BTL_POS_TOP_A
Definition battle.h:73
@ BTL_POS_TOP_D
Definition battle.h:76
@ BTL_POS_HIGH_A
Definition battle.h:69
@ BTL_POS_TOP_C
Definition battle.h:75
@ BTL_POS_HIGH_C
Definition battle.h:71
@ BTL_POS_HIGH_B
Definition battle.h:70
@ BTL_POS_TOP_B
Definition battle.h:74

Definition at line 188 of file actors.c.

188 {
189 [BTL_POS_GROUND_A] { 5, 0, -20 },
190 [BTL_POS_GROUND_B] { 45, 0, -5 },
191 [BTL_POS_GROUND_C] { 85, 0, 10 },
192 [BTL_POS_GROUND_D] { 125, 0, 25 },
193 [BTL_POS_AIR_A] { 10, 50, -20 },
194 [BTL_POS_AIR_B] { 50, 45, -5 },
195 [BTL_POS_AIR_C] { 90, 50, 10 },
196 [BTL_POS_AIR_D] { 130, 55, 25 },
197 [BTL_POS_HIGH_A] { 15, 85, -20 },
198 [BTL_POS_HIGH_B] { 55, 80, -5 },
199 [BTL_POS_HIGH_C] { 95, 85, 10 },
200 [BTL_POS_HIGH_D] { 135, 90, 25 },
201 [BTL_POS_TOP_A] { 15, 125, -20 },
202 [BTL_POS_TOP_B] { 55, 120, -5 },
203 [BTL_POS_TOP_C] { 95, 125, 10 },
204 [BTL_POS_TOP_D] { 135, 130, 25 },
205 [BTL_POS_CENTER] { 105, 0, 0 },
206};

Referenced by create_actor().

◆ D_8028358C

s32* D_8028358C[]
Initial value:
= {
(s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1,
(s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C,
(s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, 0
}
s32 * D_8028358C[]
Definition actors.c:210

Definition at line 210 of file actors.c.

210 {
211 (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1,
212 (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C,
213#if !VERSION_JP
214 (s32*)D_8028358C, (s32*)D_8028358C, (s32*)D_8028358C, 0
215#endif
216};