91 s32* targetX = &
script->functionTemp[0];
92 s32* targetZ = &
script->functionTemp[1];
119 s32* targetX = &
script->functionTemp[0];
120 s32* targetZ = &
script->functionTemp[1];
150 s32* targetX = &
script->functionTemp[0];
151 s32* targetZ = &
script->functionTemp[1];
286 for (i = 1; i < num; i++) {
293 for (i = 1; i < num; i++) {
305 for (i = 0; i < num - 1; i++) {
321 for (i = 1; i < num - 2; i++) {
338 for (i = num - 2; i > 0; i--) {
349 s32
limit = numVectors - 1;
355 for (i = 0; i <
limit;) {
396 script->varTablePtr[15] = path;
BSS s32 PopupMenu_SelectedIndex
void get_path_position(f32 alpha, Vec3f *outPos, s32 numVectors, f32 *normalizedLengths, Vec3f *pathPoints, Vec3f *vectors)
void load_path_data(s32 num, f32 *normalizedLengths, Vec3f *pathPositions, Vec3f *outVectors)
void set_screen_overlay_params_back(u8, f32)
s32 evt_get_variable(Evt *script, Bytecode var)
f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration)
void status_bar_ignore_changes(void)
void decrement_status_bar_disabled(void)
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void set_screen_overlay_params_front(u8, f32)
void close_status_bar(void)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void set_screen_overlay_center(s32, s32, s32, s32)
Npc * resolve_npc(Evt *script, s32 npcIdOrPtr)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void set_time_freeze_mode(s32)
Time freeze modes: 0: none 1: NPCs move, can't be interacted with 2: NPCs don't move,...
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
void * heap_malloc(s32 size)
void status_bar_respond_to_changes(void)
void increment_status_bar_disabled(void)
void set_game_mode(s32 modeID)
ApiStatus EnableWorldStatusBar(Evt *script, b32 isInitialCall)
ApiStatus SetTimeFreezeMode(Evt *script, b32 isInitialCall)
ApiStatus ModifyGlobalOverrideFlags(Evt *script, b32 isInitialCall)
ApiStatus AddVectorPolar(Evt *script, b32 isInitialCall)
ApiStatus GetAngleToPlayer(Evt *script, b32 isInitialCall)
ApiStatus ClampAngleInt(Evt *script, b32 isInitialCall)
ApiStatus AwaitPlayerLeave(Evt *script, b32 isInitialCall)
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
ApiStatus GetAngleToNPC(Evt *script, b32 isInitialCall)
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus AwaitPlayerApproach(Evt *script, b32 isInitialCall)
ApiStatus func_802D4D14(Evt *script, b32 isInitialCall)
ApiStatus ShowWorldStatusBar(Evt *script, b32 isInitialCall)
ApiStatus func_802D4CC4(Evt *script, b32 isInitialCall)
ApiStatus func_802D4BDC(Evt *script, b32 isInitialCall)
ApiStatus ClampAngleFloat(Evt *script, b32 isInitialCall)
ApiStatus SetValueByRef(Evt *script, b32 isInitialCall)
ApiStatus GetAngleBetweenNPCs(Evt *script, b32 isInitialCall)
ApiStatus IsPlayerWithin(Evt *script, b32 isInitialCall)
ApiStatus SetGameMode(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus LoadPath(Evt *script, b32 isInitialCall)
ApiStatus func_802D4D88(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
ApiStatus GetValueByRef(Evt *script, b32 isInitialCall)
ApiStatus GetNextPathPos(Evt *script, b32 isInitialCall)
ApiStatus func_802D4C4C(Evt *script, b32 isInitialCall)
#define FLOAT_TO_FIXED(x)
Progammatically converts f32 --> Float.
PlayerStatus gPlayerStatus