5#include "sprite/player.h"
86 switch (data->
state) {
137 if (--data->
timer <= 0) {
147 if (
entity->rot.x >= 90.0) {
160 if (
entity->rot.x >= 90.0) {
168 if (--data->
timer <= 0) {
175 if (--data->
timer <= 0) {
197 data =
entity->dataBuf.padlock;
206 data =
entity->dataBuf.padlock;
215 data =
entity->dataBuf.padlock;
224 data =
entity->dataBuf.padlock;
244 .modelAnimationNodes = 0,
247 .fpHandleCollision =
NULL,
250 .aabbSize = { 30, 175, 10 }
257 .modelAnimationNodes = 0,
260 .fpHandleCollision =
NULL,
263 .aabbSize = { 30, 175, 10 }
270 .modelAnimationNodes = 0,
273 .fpHandleCollision =
NULL,
276 .aabbSize = { 30, 175, 10 }
283 .modelAnimationNodes = 0,
286 .fpHandleCollision =
NULL,
289 .aabbSize = { 30, 175, 10 }
BSS s32 PopupMenu_SelectedIndex
Gfx Entity_Padlock_RenderShackle[]
EntityScript Entity_Padlock_Script
void entity_PadlockBlueFace_init(Entity *entity)
EntityBlueprint Entity_PadlockBlueFace
void entity_Padlock_push_player(Entity *entity)
EntityBlueprint Entity_Padlock
Gfx Entity_PadlockBlueFace_Render[]
EntityBlueprint Entity_PadlockRedFace
EntityModelScript Entity_PadlockRedFrame_RenderScript
void entity_Padlock_setupGfx(s32 entityIndex)
EntityModelScript Entity_Padlock_RenderScript
void entity_Padlock_init(Entity *entity)
void entity_PadlockRedFace_init(Entity *entity)
Gfx Entity_PadlockBlueFace_RenderShackle[]
Gfx Entity_PadlockRedFace_RenderShackle[]
EntityModelScript Entity_PadlockRedFace_RenderScript
Gfx Entity_PadlockRedFace_Render[]
EntityBlueprint Entity_PadlockRedFrame
Gfx Entity_PadlockRedFrame_Render[]
Gfx Entity_PadlockRedFrame_RenderShackle[]
Mtx Entity_PadlockRedFrame_mtxShackle
void entity_PadlockRedFrame_init(Entity *entity)
Mtx Entity_PadlockRedFace_mtxShackle
Mtx Entity_PadlockBlueFace_mtxShackle
void entity_Padlock_idle(Entity *entity)
Gfx Entity_Padlock_Render[]
EntityModelScript Entity_PadlockBlueFace_RenderScript
Mtx Entity_Padlock_mtxShackle
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define ENTITY_ADDR(entity, type, data)
#define es_SetCallback(func, time)
#define es_SetFlags(flags)
@ ENTITY_TYPE_PADLOCK_RED_FACE
@ ENTITY_TYPE_PADLOCK_RED_FRAME
@ ENTITY_TYPE_PADLOCK_BLUE_FACE
@ ENTITY_COLLISION_PLAYER_TOUCH_FLOOR
@ RENDER_MODE_SURFACE_OPA
@ ENTITY_FLAG_SHOWS_INSPECT_PROMPT
@ ENTITY_FLAG_PENDING_INSTANCE_DELETE
@ ENTITY_FLAG_DISABLE_COLLISION
Entity * get_entity_by_index(s32 index)
s32 entity_start_script(Entity *entity)
void suggest_player_anim_allow_backward(AnimID anim)
void exec_entity_commandlist(Entity *entity)
void sfx_play_sound(s32 soundID)
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext