Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
functions.h
Go to the documentation of this file.
1#ifndef _FUNCTIONS_H_
2#define _FUNCTIONS_H_
3
4#include "ultra64.h"
5#include "common.h"
6#include "map.h"
7#include "enums.h"
8#include <stdarg.h>
9#include <stdio.h>
10#include <stdlib.h>
11
12#ifdef _LANGUAGE_C_PLUS_PLUS
13extern "C" {
14#endif
15
16f32 fabsf(f32 f);
17f64 fabs(f64 f);
18f32 cosine(s16 arg0);
19
20void nuBoot(void);
21void boot_idle(void* data);
22void boot_main(void* data);
23
24void is_debug_init(void);
25NORETURN void is_debug_panic(const char* message);
26
27// TODO: migrate to vsnprintf on modern libc
28typedef char *outfun(char*,const char*,size_t);
29int _Printf(outfun prout, char *arg, const char *fmt, va_list args);
30
31f32 signF(f32 val);
32
33s32 func_8002ACDC(void);
34void load_obfuscation_shims(void);
35
36void* heap_malloc(s32 size);
37void* _heap_malloc(HeapNode* head, u32 size);
38void* _heap_malloc_tail(HeapNode* head, u32 size);
39u32 _heap_free(HeapNode* heapNodeList, void* addrToFree);
40void* _heap_realloc(HeapNode* heapNodeList, void* addr, u32 newSize);
41HeapNode* _heap_create(HeapNode* addr, u32 size);
42u32 dma_copy(Addr romStart, Addr romEnd, void* vramDest);
43f32 rand_float(void);
44void copy_matrix(Matrix4f src, Matrix4f dest);
45
46Shadow* get_shadow_by_index(s32 index);
47s32 get_time_freeze_mode(void);
48void render_player_model(void);
49s32 is_picking_up_item(void);
50
51f32 integrate_gravity(void);
52void gravity_use_fall_parms(void);
53f32 get_clamped_angle_diff(f32, f32);
54b32 startup_fade_screen_in(s16 subtractAlpha);
55b32 startup_fade_screen_out(s16 addAlpha);
57
58u32 get_entity_type(s32 arg0);
59Entity* get_entity_by_index(s32 index);
60s32 create_entity(EntityBlueprint* bp, ...);
61void entity_shattering_idle(Entity* entity);
62void show_damage_fx(Actor* actor, f32 x, f32 y, f32 z, s32 damage);
63
65b32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*);
66
67void step_game_loop(void);
68s32 resume_all_group(s32 groupFlags);
69f32 length2D(f32 x, f32 y);
70void player_input_to_move_vector(f32* angle, f32* magnitude);
71void game_input_to_move_vector(f32* x, f32* y);
72void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3);
73void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2);
74
75// returns the angle that the player is facing "toward" in world-space.
76// this will always be to the left or the right relative to the current camera position.
77// note that this is NOT the direction the player character is moving, nor the orientation of the sprite itself.
78// think of this as the direction of a hammer impact relative to the center of the player.
79f32 player_get_side_angle(void);
80
81void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style);
82
83void set_entity_model_flags(s32 idx, s32 newFlags);
84void clear_entity_model_flags(s32 idx, s32 newFlags);
87
88s32 create_mesh_animator(s16* animPos, s16* animBuffer);
89void load_mesh_animator_tree(s32 index, StaticAnimatorNode** tree);
90
91void setup_pause_menu_tab(MenuWindowBP* bpArray, s32 arraySize);
92
93s32 draw_ci_image_with_clipping(IMG_PTR raster, s32 width, s32 height, s32 fmt, s32 bitDepth, PAL_PTR palette, s16 posX,
94 s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity);
95
96void render_frame(s32 flag);
97void clear_windows(void);
98void update_window_hierarchy(s32 windowIndex, u8 arg1);
99void get_msg_properties(s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset);
100void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc);
101void decode_yay0(void* src, void* dst);
102
103s32 ai_check_player_dist(Enemy* enemy, s32 arg1, f32 arg2, f32 arg3);
104
105//pause
106void pause_init(void);
107void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld);
108void pause_cleanup(void);
109
110// file menu stuff
111void filemenu_init(s32 mode);
112void filemenu_cleanup(void);
113void filemenu_update(void);
114s32 filemenu_get_exit_mode(void);
115void filemenu_set_selected(MenuPanel* menu, s32 col, s32 row);
116void filemenu_set_cursor_alpha(s32 arg0);
117void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY);
118u8* filemenu_get_menu_message(s32 idx);
119
120void gfx_task_background(void);
121
122void update_enemy_shadows(void);
123void update_hero_shadows(void);
124
125// append gfx funcs
127void appendGfx_enemy_actor(void*);
130void appendGfx_partner_actor(void*);
133void appendGfx_player_actor(void*);
136
138
139void player_handle_floor_collider_type(s32 colliderID);
140f32 player_fall_distance(void);
141void func_800E4AD8(s32 arg0);
142f32 player_check_collision_below(f32, s32* colliderID);
144void update_damage_popups(void);
145void show_action_rating(s32, Actor*, f32, f32, f32);
147
149void* general_heap_malloc(s32 size);
150s32 general_heap_free(void* data);
151
152s32 integer_log(s32 number, u32 base);
153
154void set_battle_stage(s32);
155void load_battle(s32);
156
157void entity_Shadow_init(Shadow* entity);
158void entity_SaveBlock_idle(Entity* entity);
168void entity_SaveBlock_init(Entity* entity);
173void entity_small_switch_idle(Entity* entity);
179void entity_base_switch_init(Entity* entity);
183void entity_BlueSwitch_init(Entity* entity);
185
186s32 dispatch_damage_event_actor_0(Actor* actor, s32 damageAmount, s32 event);
187
188// Text
189MessagePrintState* msg_get_printer_for_msg(s32 msgID, s32* a1);
190s32 msg_printer_load_msg(s32 msgID, MessagePrintState* printer);
191void msg_printer_set_origin_pos(MessagePrintState* msgPrintState, s32 x, s32 y);
192
193void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ);
194
195void parent_collider_to_model(s16 colliderID, s16 modelIndex);
196void clone_model(u16 srcModelID, u16 newModelID);
197struct Model* get_model_from_list_index(s32 listIndex);
198s32 create_model_animator(s16* animPos);
199s32 get_model_list_index_from_tree_index(s32 treeIndex);
201void get_model_center_and_size(u16 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY,
202 f32* sizeZ);
205s32 player_test_lateral_overlap(s32, PlayerStatus*, f32*, f32*, f32*, f32, f32);
206Npc* peach_make_disguise_npc(s32 peachDisguise);
208
209s32 draw_box(s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity,
210 u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*fpDrawContents)(s32, s32, s32, s32, s32, s32, s32),
211 void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx);
212s32 get_msg_width(s32 msgID, u16 charset);
213
216s32 disable_player_input(void);
218void set_time_freeze_mode(s32);
219
220NODISCARD s32 get_map_IDs_by_name(const char* mapName, s16* areaID, s16* mapID);
221
223void get_map_IDs_by_name_checked(const char* mapName, s16* areaID, s16* mapID);
224
225void transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW);
226void try_player_footstep_sounds(s32 arg0);
228void phys_reset_spin_history(void);
232void phys_player_land(void);
234void phys_peach_update(void);
235void check_input_spin(void);
236
237void phys_set_player_sliding_check(b32 (*funcPtr)(void));
238void phys_set_landing_adjust_cam_check(s32 (*funcPtr)(void));
239
240b32 npc_test_move_simple_without_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
241
242void update_collider_transform(s16 colliderID);
243void get_collider_center(s32 colliderID, f32* x, f32* y, f32* z);
244
248Trigger* get_trigger_by_id(s32 triggerID);
249
250Actor* get_actor(s32 actorID);
251ActorPart* get_actor_part(Actor* actor, s32 partID);
252s32 add_coins(s32 amt);
254s32 count_power_plus(s32);
255
257
258void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2);
259
260HitID player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, f32, f32, s32*);
261HitID player_test_move_with_slipping(PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading);
262
263s32 evt_get_variable(Evt* script, Bytecode var);
264s32 evt_set_variable(Evt* script, Bytecode var, s32 value);
265f32 evt_get_float_variable(Evt* script, Bytecode var);
266f32 evt_set_float_variable(Evt* script, Bytecode var, f32 value);
267s32 evt_get_variable_index(Evt* script, s32 var);
268void set_script_timescale(Evt* script, f32 timescale);
269f32 sin_deg(f32 x);
270f32 cos_deg(f32 x);
271f32 sin_rad(f32 x);
272f32 cos_rad(f32 x);
273s32 round(f32);
274f32 atan2(f32 startX, f32 startZ, f32 endX, f32 endZ);
275f32 clamp_angle(f32 theta);
276s32 sign(s32 value);
277
279
280s32 battle_heap_create(void);
281
282s32 test_ray_zones(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
283 f32* hitDepth, f32* nx, f32* ny, f32* nz);
284s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX,
285 f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
286
304s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
305 f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
306
307void mem_clear(void* data, s32 numBytes);
308
309void startup_set_fade_screen_color(s16 color);
310void startup_set_fade_screen_alpha(s16 alpha);
311
312f32 get_xz_dist_to_player(f32, f32);
313void func_800E06C0(s32);
314void close_status_bar(void);
315Evt* func_802C39F8(Evt* parentScript, Bytecode* nextLine, s32 newState);
316Evt* start_child_script(Evt* parentScript, EvtScript* source, s32 initialState);
317Evt* restart_script(Evt* script);
319void reset_model_animators(void);
320void init_virtual_entity_list(void);
321void init_model_animators(void);
322void play_model_animation(s32, s16*);
323s32 heap_free(void* ptr);
324
325void load_battle_hit_asset(const char* hitName);
326void load_data_for_models(struct ModelNode* model, s32 romOffset, s32 size);
327void load_player_actor(void);
328
341void btl_state_update_9(void);
342void btl_state_draw_9(void);
346void btl_state_draw_end_turn(void);
347void btl_state_update_1C(void);
348void btl_state_draw_1C(void);
349void btl_state_update_victory(void);
350void btl_state_draw_victory(void);
355void btl_state_update_defend(void);
356void btl_state_draw_defend(void);
358void btl_state_draw_run_away(void);
359void btl_state_update_defeat(void);
360void btl_state_draw_defeat(void);
383
394void btl_state_update_22(void);
395void btl_state_draw_22(void);
396
400
401void btl_bonk_cleanup(void);
403void update_action_ratings(void);
404void update_health_bars(void);
405s32 btl_cam_is_moving_done(void);
408void func_80255FD8(void);
409
410void set_actor_glow_pal(Actor* actor, s32 arg1);
411
412void btl_set_popup_duration(s32 duration);
413void switch_to_partner(s32 arg0);
415
416void delete_trigger(Trigger* toDelete);
417void kill_script_by_ID(s32 id);
418void set_script_priority(Evt* script, s32 priority);
419void set_script_group(Evt* script, s32 groupFlags);
420void suspend_group_others(Evt* script, s32 groupFlags);
421void resume_group_others(Evt* script, s32 groupFlags);
422s32 suspend_all_script(s32 id);
423s32 resume_all_script(s32 id);
424
425s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z);
426b32 is_point_outside_territory(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ);
427
428b32 npc_raycast_down_around(s32, f32*, f32*, f32*, f32*, f32, f32);
429b32 npc_raycast_down_sides(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth);
430b32 npc_raycast_up(s32, f32*, f32*, f32*, f32*);
431HitID npc_raycast_up_corners(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw, f32 radius);
432HitID player_raycast_up_corners(PlayerStatus*, f32*, f32*, f32*, f32*, f32);
433HitID player_raycast_below_cam_relative(PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength,
434 f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ);
435b32 npc_test_move_taller_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
436b32 npc_test_move_simple_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
437s32 npc_test_move_complex_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
438
439// Partner
444void enable_partner_ai(void);
445void partner_walking_enable(Npc* partner, s32 val);
446void partner_flying_enable(Npc* partner, s32 val);
448s32 partner_is_flying(void);
449void partner_flying_update_motion(Npc* partner);
451
453
454void btl_delete_player_actor(Actor* player);
455
456s32 cancel_message(MessagePrintState* msgPrintState);
457
459
460void kill_all_scripts(void);
461s32 does_script_exist(s32 id);
462s32 does_script_exist_by_ref(Evt* script);
463Evt* start_script(EvtScript* source, s32 priority, s32 initialState);
464Evt* start_script_in_group(EvtScript* source, u8 priority, u8 initialState, u8 groupFlags);
465f32 get_player_normal_yaw(void);
466void set_standard_shadow_scale(Shadow* shadow, f32 scale);
467void set_npc_shadow_scale(Shadow* shadow, f32 height, f32 npcRadius);
468void set_npc_animation(Npc* npc, u32 animID);
469void set_peach_shadow_scale(Shadow* shadow, f32 scale);
470s32 is_block_on_ground(Entity* block);
471void set_actor_anim(s32 actorID, s32 partID, AnimID animID);
472void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate);
473void mdl_group_set_visibility(u16, s32, s32);
474void init_enter_world_shared(void);
475s16 update_enter_map_screen_overlay(s16* progress);
476s16 update_exit_map_screen_overlay(s16* progress);
479void set_screen_overlay_alpha(s32, f32);
480void get_screen_overlay_params(s32, u8* type, f32* zoom);
481void set_screen_overlay_color(s32, u8, u8, u8);
482void set_screen_overlay_center(s32, s32, s32, s32);
483s32 rand_int(s32);
484void sort_consumables(void);
485s32 is_ability_active(s32 arg0);
487f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration);
488void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta);
489
490void set_main_pan_u(s32 texPannerID, s32 value);
491void set_main_pan_v(s32 texPannerID, s32 value);
492void set_aux_pan_u(s32 texPannerID, s32 value);
493void set_aux_pan_v(s32 texPannerID, s32 value);
494
495void enable_world_fog(void);
496void set_world_fog_dist(s32 start, s32 end);
497void set_world_fog_color(s32 r, s32 g, s32 b, s32 a);
498s32 is_world_fog_enabled(void);
499void get_world_fog_color(s32* r, s32* g, s32* b, s32* a);
500void enable_entity_fog(void);
501void set_entity_fog_dist(s32 start, s32 end);
502void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a);
503
505void mdl_make_transform_group(u16 modelID);
506void enable_transform_group(u16 modelID);
507void disable_transform_group(u16 modelID);
509
510void set_tex_panner(struct Model* model, s32 texPannerID);
511void set_custom_gfx(s32 customGfxIndex, Gfx* pre, Gfx* post);
512
513s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar);
514s32 make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar);
515void set_item_entity_position(s32 itemEntityIndex, f32 x, f32 y, f32 z);
516ItemEntity* get_item_entity(s32 itemEntityIndex);
517s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar);
518void set_item_entity_flags(s32 itemEntityIndex, s32 flag);
519void clear_item_entity_flags(s32 index, s32 flags);
520
521s32 create_worker_frontUI(void (*updateFunc)(void), void (*drawFunc)(void));
522Worker* get_worker(s32 idx);
523Trigger* bind_trigger_1(EvtScript* script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority);
524
525void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height);
526
527void disable_player_shadow(void);
528void move_player(s32 duration, f32 heading, f32 speed);
529s32 enable_player_input(void);
533
534Npc* resolve_npc(Evt* script, s32 npcIdOrPtr);
535void enable_npc_blur(Npc* npc);
536void disable_npc_blur(Npc* npc);
537void enable_partner_blur(void);
538void disable_partner_blur(void);
539
540void partner_initialize_data(void);
541
542f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by);
543f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz);
544void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta);
545
546//TODO -- remove these and use audio/public.h instead
547
548enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet);
549enum AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet);
550enum AuResult bgm_set_variation(s32 playerIndex, s16 arg1);
551void bgm_quiet_max_volume(void);
552void bgm_reset_max_volume(void);
553void bgm_reset_volume(void);
554s32 bgm_init_music_players(void);
555s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume);
556void bgm_set_battle_song(s32, s32);
557void bgm_push_battle_song(void);
558s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2);
559void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha);
560s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5);
561
562#include "audio/public.h"
563
564void basic_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
565 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
566void basic_hidden_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
567 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
568
570void create_home_target_list(Actor* actor);
571
572void set_actor_yaw(s32 actorID, s32 yaw);
573void set_part_yaw(s32 actorID, s32 partID, s32 value);
574
575void add_part_decoration(ActorPart* part, s32 decorationIndex, s32 decorationType);
576void add_actor_decoration(Actor* actor, s32 decorationIndex, s32 decorationType);
577void remove_part_decoration(ActorPart* part, s32 decorationIndex);
578void remove_actor_decoration(Actor* actor, s32 decorationIndex);
579
580s32 player_team_is_ability_active(Actor* actor, s32 ability);
581
582void create_part_shadow(s32 actorID, s32 partID);
583void remove_part_shadow(s32 actorID, s32 partID);
585
586void spawn_drops(Enemy* enemy);
587
589char* int_to_string(s32, char*, s32);
590
591Evt* get_script_by_index(s32 index);
592Evt* get_script_by_id(s32 id);
594
595s32 get_lava_reset_pos(f32* x, f32* y, f32* z);
596void start_rumble(s32, s32);
597void update_locomotion_state(void);
598void start_rumble_type(u32);
599void start_falling(void);
600void start_bounce_a(void);
601void start_bounce_b(void);
602
603void update_input(void);
606void update_workers(void);
607void update_triggers(void);
608void update_scripts(void);
609void update_messages(void);
610void update_entities(void);
611void func_80138198(void);
613s32 func_8014AD40(void);
614void update_ambient_sounds(void);
615void update_windows(void);
617void func_802C3EE4(void);
619void render_workers_backUI(void);
620void render_effects_UI(void);
621void render_window_root(void);
622void render_messages(void);
623void render_workers_frontUI(void);
625void render_curtains(void);
626void fio_init_flash(void);
627void func_80028838(void);
628void clear_screen_overlays(void);
630void reset_ambient_sounds(void);
631void poll_rumble(void);
632void bgm_pop_song(void);
633void bgm_push_song(s32 songID, s32 variation);
634void bgm_pop_battle_song(void);
635s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime);
638s32 add_star_points(s32 amt);
639s32 add_star_pieces(s32 amt);
640s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags);
641
642void set_action_state(s32 actionState);
643s32 get_collider_flags(s32 colliderID);
646void subtract_hp(s32 amt);
647void draw_status_ui(void);
648void open_status_bar_slowly(void);
649
650void suspend_all_group(s32 groupFlags);
651void kill_script(Evt* instanceToKill);
652void exec_entity_commandlist(Entity* entity);
653
654void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
655void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
656
657void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32);
658void add_xz_vec3f(Vec3f* vector, f32 speed, f32 angleDeg);
659void add_xz_vec3f_copy1(Vec3f* vector, f32 speed, f32 angleDeg);
660void add_xz_vec3f_copy2(Vec3f* vector, f32 speed, f32 angleDeg);
661void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg);
662
663void draw_prev_frame_buffer_at_screen_pos(s32, s32, s32, s32, f32);
664void func_8013A4D0(void);
665
666void btl_draw_ui(void);
668
670void btl_cam_set_target_pos(f32, f32, f32);
671void btl_cam_unfreeze(void);
672
673void deduct_current_move_fp(void);
674void load_partner_actor(void);
675void dispatch_event_partner(s32);
676void dispatch_event_player(s32);
680void btl_show_battle_message(s32 messageIndex, s32 duration);
681void btl_update_ko_status(void);
682void reset_actor_turn_info(void);
683void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
684void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
685void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7);
689void btl_delete_actor(Actor* actor);
690void create_status_debuff(s32, s32);
691void create_status_static(s32, s32);
692void create_status_transparent(s32, s32);
694void remove_status_debuff(s32);
701void remove_status_static(s32);
704s32 create_status_icon_set(void);
705s32 find_item(s32);
706
707void enable_background_wave(void);
708
710void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType);
711
712// State funcs
713void state_init_startup(void);
714void state_step_startup(void);
715void state_drawUI_startup(void);
716void state_init_logos(void);
717void state_step_logos(void);
718void state_drawUI_logos(void);
719void state_init_title_screen(void);
720void state_step_title_screen(void);
722void state_init_enter_demo(void);
723void state_step_enter_world(void);
724void state_init_change_map(void);
725void state_step_change_map(void);
726void state_drawUI_change_map(void);
727void state_init_game_over(void);
728void state_step_game_over(void);
729void state_drawUI_game_over(void);
730void state_init_enter_world(void);
731void state_drawUI_enter_world(void);
732void state_init_world(void);
733void state_step_world(void);
734void state_drawUI_world(void);
735void state_init_battle(void);
736void state_step_battle(void);
737void state_drawUI_battle(void);
738void state_init_end_battle(void);
739void state_step_end_battle(void);
740void state_drawUI_end_battle(void);
741void state_init_pause(void);
742void state_step_pause(void);
743void state_drawUI_pause(void);
744void state_init_unpause(void);
745void state_step_unpause(void);
746void state_drawUI_unpause(void);
747void state_init_file_select(void);
748void state_step_file_select(void);
749void state_drawUI_file_select(void);
753void state_init_intro(void);
754void state_step_intro(void);
755void state_drawUI_intro(void);
756void state_init_demo(void);
757void state_step_demo(void);
758void state_drawUI_demo(void);
759
761
766void appendGfx_ispy_icon(void);
767void interact_inspect_setup(void);
768void interact_speech_setup(void);
770void appendGfx_speech_bubble(void);
772void ispy_notification_setup(void);
773
774void initialize_curtains(void);
775void update_curtains(void);
776// render_curtains
777void set_curtain_scale_goal(f32 scale);
778void set_curtain_scale(f32 scale);
780void set_curtain_fade_goal(f32 fade);
781void set_curtain_fade(f32 fade);
782
783void crash_screen_init(void);
784void crash_screen_set_draw_info(u16* frameBufPtr, s16 width, s16 height);
785
786void basic_ai_wander_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
787void basic_ai_wander(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
788void basic_ai_loiter(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
789void basic_ai_found_player_jump_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
790void basic_ai_found_player_jump(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
791void basic_ai_chase_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
792void basic_ai_chase(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
793void basic_ai_lose_player(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
794void basic_ai_suspend(Evt* script);
795
796s32 create_worker_scene(void (*updateFunc)(void), void (*renderFunc)(void));
797
798void init_entity_models(void);
799f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z);
800void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32);
802void imgfx_update_cache(void);
804void free_worker(s32);
805
806b32 ai_check_fwd_collisions(Npc* npc, f32 time, f32* outYaw, f32* outDistFwd, f32* outDistCW, f32* outDistCCW);
807void basic_ai_loiter_init(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
808void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
809
811void set_part_glow_pal(ActorPart*, s32);
813void set_actor_flash_mode(Actor* actor, s32 arg1);
814void remove_player_buffs(s32);
816
817void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta);
818
819void load_font(s32 font);
820#if VERSION_IQUE
821void load_font_data(Addr offset, u32 size, void* dest);
822#else
823void load_font_data(Addr offset, u16 size, void* dest);
824#endif
825
826void* load_asset_by_name(const char* assetName, u32* decompressedSize);
827
828Gfx* mdl_get_copied_gfx(s32 copyIndex);
829void mdl_get_copied_vertices(s32 copyIndex, Vtx** firstVertex, Vtx** copiedVertices, s32* numCopied);
830void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex);
831b32 is_point_visible(f32 x, f32 y, f32 z, s32 depthQueryID, f32* screenX, f32* screenY);
832void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z);
834s32 cancel_current_message(void);
835void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style);
836void mdl_get_shroud_tint_params(u8* r, u8* g, u8* b, u8* a);
837
838s32 entity_base_block_idle(Entity* entity);
839void add_star_power(s32 amt);
840
842void entity_base_block_init(Entity* entity);
843s32 entity_start_script(Entity* entity);
844void init_item_entity_list(void);
845void init_script_list(void);
846void init_entity_data(void);
847void init_trigger_list(void);
848void partner_init_after_battle(s32 arg0);
849void load_map_script_lib(void);
850void remove_item_entity_by_index(s32 index);
851void set_entity_commandlist(Entity* entity, s32* entityScript);
852s32 is_player_dismounted(void);
853void func_800EF300(void);
854void func_800EF314(void);
855void func_800EF43C(void);
856void func_800EF3E4(void);
857void enable_player_shadow(void);
858s32 get_msg_lines(s32 messageID);
859void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void* drawContents, void* drawContentsArg, s8 parent);
860void set_window_update(s32 panelID, s32);
861void set_windows_visible(s32 groupIdx);
862
863void partner_disable_input(void);
864void partner_set_goal_pos(s32 x, s32 z);
865void close_message(MessagePrintState* msgPrintState);
868void show_foreground_models(void);
869void hide_foreground_models(void);
870void btl_set_state(s32 battleState);
871void draw_entity_model_A(s32, Mtx*);
872void draw_entity_model_B(s32, Mtx*, s32, Vec3s*);
873void draw_entity_model_C(s32, Mtx*);
874void draw_entity_model_D(s32, Mtx*, s32, Vec3s*);
875void draw_entity_model_E(s32, Mtx*);
876void free_entity_model_by_index(s32 idx);
877void btl_cam_use_preset(s32);
878void btl_cam_set_params(b16, s16, s16, s16, s32, s32, s32);
879void btl_cam_set_zoffset(s16);
880void btl_cam_target_actor(s32);
881void btl_cam_set_zoom(s16);
882void btl_cam_move(s16);
883void btl_cam_disable_clamp_x(void);
884
885void initialize_battle(void);
886
887void dispatch_event_actor(Actor*, s32);
888s32 dispatch_damage_event_actor_1(Actor* actor, s32 damageAmount, s32 event);
889
890void reset_battle_status(void);
891void btl_show_variable_battle_message(s32, s32, s32);
892s32 btl_is_popup_displayed(void);
894s32 inflict_status(Actor*, s32, s32);
895s32 try_inflict_status(Actor*, s32, s32);
896s32 inflict_status_set_duration(Actor* actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration);
897void mdl_set_all_tint_type(s32);
899
900s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration);
901s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags);
902
903void btl_popup_messages_init(void);
904
905void remove_all_effects(void);
906void update_effects(void);
907void update_cameras(void);
908void clear_render_tasks(void);
909void clear_worker_list(void);
910void clear_printers(void);
911void clear_item_entity_data(void);
912void clear_player_data(void);
913
914void phys_update_jump(void);
915void phys_update_falling(void);
916void check_input_midair_jump(void);
918
919void update_player_input(void);
920void phys_update_action_state(void);
921void collision_main_lateral(void);
922void player_surface_spawn_fx(void);
923void check_input_open_menus(void);
924void check_input_status_bar(void);
925
926void update_player(void);
927
928void enforce_hpfp_limits(void);
930void show_coin_counter(void);
932void hide_popup_menu(void);
933void destroy_popup_menu(void);
934void reset_player_status(void);
935void player_reset_data(void);
936void partner_reset_data(void);
938s32 func_800E06D8(void);
939void func_800E01DC(void);
940void collision_lateral_peach(void);
941void func_800E5520(void);
942void clear_world_menus(void);
944void enable_status_bar_input(void);
945void disable_status_bar_input(void);
950void star_power_shimmer_start(s32, f32, f32, f32);
951void star_power_shimmer_init(void);
953void star_power_shimmer_draw(void);
954void shop_open_item_select_popup(s32 mode);
955void hide_coin_counter(void);
956void set_message_text_var(s32 msgID, s32 index);
957void set_message_int_var(s32 value, s32 index);
958void open_status_bar_quickly(void);
959void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32);
960void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a);
961s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
966void part_glow_off(s32, ActorPart*, s32 yaw, b32 arg3);
967void part_flash_off(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection);
968void part_flash_on(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection);
970void _remove_part_decoration(ActorPart* part, s32 decorationIndex);
984void imgfx_release_instance(u32);
985
986void set_script_flags(Evt* script, s32 flags);
987void clear_script_flags(Evt* script, s32 flags);
988
989void disable_player_blur(void);
990void enable_player_blur(void);
991void reset_player_blur(void);
994
995void func_8023E104(void);
996void func_8023E11C(void);
997
998void set_goal_pos_to_part(ActorState* state, s32 actorID, s32 partID);
999
1000void init_encounters_ui(void);
1001void initialize_collision(void);
1002void render_entities(void);
1003void render_player(void);
1004void render_workers_scene(void);
1005void render_effects_scene(void);
1006s32 get_asset_offset(char*, s32*);
1007void initialize_status_bar(void);
1009s32 is_status_bar_visible(void);
1017void status_bar_start_blinking_sp_bars(s32 numBarsToBlink);
1018void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits);
1019void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32);
1020void set_background_size(s16, s16, s16, s16);
1022void set_max_star_power(s8);
1023void sync_status_bar(void);
1024void create_cameras(void);
1025void func_80045AC0(void);
1026void func_8005AF84(void);
1027void npc_follow_init(Npc*, s32, FollowAnims*, f32, f32, s32, s32);
1029void npc_follow_npc(Npc*);
1030void create_encounters(void);
1031void update_encounters_neutral(void);
1035void load_map_bg(char* optAssetName);
1036void reset_background_settings(void);
1037void func_80138188(void);
1038void func_80266970(Actor*);
1043void load_tattle_flags(s32);
1044s32 use_consumable(s32 invSlot);
1045void remove_consumable(void);
1046void delete_shadow(s32);
1048void save_tattle_flags(s32);
1049void update_merlee_messages(void);
1050void draw_merlee_messages(void);
1051void show_merlee_message(s16, s16);
1052s32 is_merlee_message_done(void);
1057void draw_encounters_neutral(void);
1058void show_first_strike_message(void);
1060s32 lookup_defense(s32*, s32);
1061s32 lookup_status_chance(s32*, s32);
1063void peach_sync_disguise_npc(void);
1065
1066void clear_player_status(void);
1067void clear_entity_models(void);
1068void bind_entity_model_setupGfx(s32 idx, void* setupGfxCallbackArg0, void (*fpSetupGfxCallback)(void*));
1069void clear_animator_list(void);
1070void clear_model_data(void);
1071void init_sprite_shading_data(void);
1072void clear_sprite_shading_data(void);
1073void clear_character_set(void);
1074void clear_trigger_data(void);
1075void clear_script_list(void);
1077void clear_effect_data(void);
1078
1079void clear_saved_variables(void);
1080void clear_area_flags(void);
1081
1082f32 get_player_normal_pitch(void);
1084void func_800EF3D4(s32);
1085
1087void mdl_group_set_custom_gfx(u16, s32, s32, b32);
1088
1089void backup_map_collision_data(void);
1090void reset_status_bar(void);
1091void btl_save_world_cameras(void);
1092void load_battle_section(void);
1093void btl_update(void);
1094void update_item_entities(void);
1096void mdl_load_all_textures(struct ModelNode* model, s32 romOffset, s32 size);
1097void mdl_calculate_model_sizes(void);
1098
1099#ifdef _LANGUAGE_C_PLUS_PLUS
1100} // extern "C"
1101#endif
1102
1103#endif
#define PAL_PTR
#define IMG_PTR
s32 b32
f32 Matrix4f[4][4]
s16 b16
s32 HitID
Bytecode EvtScript[]
u32 AnimID
s8 flags
Definition demo_api.c:15
#define general_heap_malloc
#define transform_point
#define is_debug_panic
#define is_point_visible
#define get_msg_width
#define queue_render_task
#define npc_raycast_down_sides
#define sin_deg
#define mdl_draw_hidden_panel_surface
#define rand_int
#define draw_prev_frame_buffer_at_screen_pos
#define clamp_angle
#define cos_deg
#define draw_msg
#define mdl_get_shroud_tint_params
#define atan2
#define draw_box
#define mem_clear
ScreenTransition
Definition enums.h:2361
ImgFXType
Definition enums.h:5115
AuResult
Definition enums.h:1755
s32 Bytecode
Definition evt.h:7
void create_encounters(void)
Definition encounter.c:2460
void btl_state_draw_switch_to_partner(void)
s32 sign(s32 value)
Definition 43F0.c:374
void btl_state_update_end_battle(void)
void clear_script_list(void)
void enable_entity_fog(void)
void is_debug_init(void)
Definition is_debug.c:19
void btl_show_variable_battle_message(s32, s32, s32)
void btl_set_popup_duration(s32 duration)
void start_rumble(s32, s32)
Definition rumble.c:15
void entity_base_switch_animate_scale(Entity *entity)
Definition Switch.c:323
s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2)
void load_partner_actor(void)
Definition 190B20.c:1422
b32 check_conversation_trigger(void)
Definition encounter.c:2321
b32 can_control_status_bar(void)
Definition inventory.c:1491
void update_encounters_conversation(void)
Definition encounter.c:2262
void state_init_startup(void)
void clear_item_entity_data(void)
void reset_player_status(void)
Definition 7B440.c:57
void boot_main(void *data)
Definition main.c:52
Gfx * mdl_get_copied_gfx(s32 copyIndex)
Definition model.c:4084
Worker * get_worker(s32 idx)
Definition worker.c:186
void disable_partner_blur(void)
void create_status_debuff(s32, s32)
void create_cameras(void)
Definition cam_main.c:254
b32 entity_raycast_down(f32 *, f32 *, f32 *, f32 *, f32 *, f32 *)
Mostly used for shadows.
Definition entity.c:1637
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a)
Definition 190B20.c:2269
void show_coin_counter(void)
Definition inventory.c:1357
void init_model_animators(void)
Definition model_api.c:278
void remove_part_decor_seeing_stars(ActorPart *, s32)
void remove_status_icon_boost_partner(s32)
void btl_state_draw_twink_menu(void)
void start_falling(void)
Definition 7E9D0.c:293
Entity * get_entity_by_index(s32 index)
Definition entity.c:530
void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
Definition 43F0.c:803
s32 evt_get_variable_index(Evt *script, s32 var)
Definition evt.c:1760
void btl_update(void)
Definition 16C8E0.c:254
void play_model_animation(s32, s16 *)
Definition animator.c:1101
void enable_actor_blur(Actor *)
s32 does_script_exist_by_ref(Evt *script)
void phys_reset_spin_history(void)
Definition 7E9D0.c:95
void clone_model(u16 srcModelID, u16 newModelID)
Definition model.c:3620
void set_screen_overlay_params_back(u8, f32)
void create_status_transparent(s32, s32)
void state_init_file_select(void)
void set_battle_stage(s32)
Definition battle.cpp:154
void gfx_task_background(void)
Definition main_loop.c:168
void render_workers_frontUI(void)
Definition worker.c:150
void clear_animator_list(void)
Definition animator.c:222
s32 test_ray_zones(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *nx, f32 *ny, f32 *nz)
Definition collision.c:866
void remove_status_icon_surprise(s32)
void state_step_end_battle(void)
void update_ambient_sounds(void)
Definition ambience.c:32
s32 btl_are_all_enemies_defeated(void)
Definition 190B20.c:636
s32 evt_get_variable(Evt *script, Bytecode var)
Definition evt.c:1689
void init_item_entity_list(void)
void _remove_part_decoration(ActorPart *part, s32 decorationIndex)
s32 integer_log(s32 number, u32 base)
s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime)
Definition ambience.c:72
void btl_state_update_end_turn(void)
void step_game_loop(void)
Definition main_loop.c:53
void btl_state_draw_9(void)
void btl_state_update_end_training_battle(void)
void render_screen_overlay_backUI(void)
void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32)
Definition inventory.c:661
void entity_HugeBlueSwitch_idle(Entity *entity)
Definition Switch.c:86
void update_encounters_neutral(void)
Definition encounter.c:480
void enable_transform_group(u16 modelID)
Definition model.c:3586
void state_step_exit_file_select(void)
void hide_foreground_models(void)
Definition 190B20.c:2993
void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
Definition 43F0.c:821
Trigger * get_trigger_by_id(s32 triggerID)
Definition trigger.c:276
s32 is_ability_active(s32 arg0)
Definition inventory.c:1735
s32 player_team_is_ability_active(Actor *actor, s32 ability)
Definition 190B20.c:2765
void entity_SaveBlock_wait_for_close_tutorial(Entity *entity)
Definition SaveBlock.c:118
void btl_state_update_partner_menu(void)
void suspend_group_others(Evt *script, s32 groupFlags)
void remove_actor_decoration(Actor *actor, s32 decorationIndex)
Definition 190B20.c:2754
void imgfx_update_cache(void)
Definition imgfx.c:332
f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration)
Definition 43F0.c:733
f32 fabsf(f32 f)
void peach_set_disguise_anim(AnimID)
Definition 7E9D0.c:506
s32 is_player_dismounted(void)
Definition 77480.c:826
void status_bar_start_blinking_hp(void)
Definition inventory.c:1540
void btl_state_update_prepare_menu(void)
void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3)
Definition fx_api.c:8
void update_hero_shadows(void)
s32 get_model_list_index_from_tree_index(s32 treeIndex)
Definition model.c:3396
b32 npc_raycast_down_around(s32, f32 *, f32 *, f32 *, f32 *, f32, f32)
void state_drawUI_enter_world(void)
void state_init_change_map(void)
void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc)
Definition windows.c:426
void set_npc_animation(Npc *npc, u32 animID)
Definition npc_api.c:18
void basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:769
s32 is_merlee_message_done(void)
void clear_saved_variables(void)
Definition vars_access.c:5
void func_8005AF84(void)
Definition collision.c:105
void kill_all_scripts(void)
void disable_npc_blur(Npc *npc)
Definition npc.c:1086
void msg_printer_set_origin_pos(MessagePrintState *msgPrintState, s32 x, s32 y)
Definition msg.c:1495
s32 add_star_pieces(s32 amt)
Definition inventory.c:2114
void clear_world_menus(void)
Definition menus.c:131
void remove_status_icon_boost_hammer(s32)
s32 phys_can_player_interact(void)
Definition 7BB60.c:1158
void func_80255FD8(void)
void get_map_IDs_by_name_checked(const char *mapName, s16 *areaID, s16 *mapID)
Same as get_map_IDs_by_name, but will panic if the map doesn't exist.
Definition world.c:246
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
void load_battle_section(void)
Definition battle.cpp:128
void kill_script(Evt *instanceToKill)
b32 is_point_outside_territory(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ)
Definition 23680.c:412
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
Definition cam_main.c:409
void bgm_pop_song(void)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
Definition 7B440.c:139
void state_drawUI_unpause(void)
void render_entities(void)
Definition entity.c:338
void init_entity_models(void)
void clear_screen_overlays(void)
void state_step_unpause(void)
void bgm_quiet_max_volume(void)
void hide_popup_menu(void)
void partner_reset_data(void)
Definition partners.c:1000
void btl_popup_messages_draw_ui(void)
void state_step_logos(void)
void filemenu_cleanup(void)
void basic_hidden_window_update(s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
Definition windows.c:184
void phys_update_action_state(void)
Definition 7E9D0.c:112
void basic_ai_lose_player(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:847
void draw_entity_model_A(s32, Mtx *)
void set_standard_shadow_scale(Shadow *shadow, f32 scale)
Definition entity.c:1674
void mdl_group_set_visibility(u16, s32, s32)
Definition model.c:3636
void update_locomotion_state(void)
Definition 7E9D0.c:281
void remove_part_decor_smoky_trail(ActorPart *, s32)
s32 get_lava_reset_pos(f32 *x, f32 *y, f32 *z)
Definition map_api.c:597
s32 cancel_message(MessagePrintState *msgPrintState)
Definition msg.c:1513
f32 integrate_gravity(void)
Definition 7BB60.c:435
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void status_bar_ignore_changes(void)
Definition inventory.c:1507
void set_screen_overlay_alpha(s32, f32)
void set_max_star_power(s8)
Definition inventory.c:2139
void state_init_pause(void)
Definition state_pause.c:51
void state_init_enter_demo(void)
void initialize_curtains(void)
Definition curtains.c:212
void set_window_update(s32 panelID, s32)
Definition windows.c:434
void btl_state_update_end_player_turn(void)
void reset_status_bar(void)
Definition inventory.c:1681
void init_entity_data(void)
Definition entity.c:840
void appendGfx_speech_bubble(void)
void remove_part_decor_radiating_stars(ActorPart *, s32)
f64 fabs(f64 f)
void btl_state_update_enemy_move(void)
void setup_status_bar_for_battle(void)
Definition inventory.c:1471
s32 func_8014AD40(void)
void clear_render_tasks(void)
Definition model.c:4534
void enable_status_bar_input(void)
Definition inventory.c:1482
void status_bar_start_blinking_fp(void)
Definition inventory.c:1563
void clear_entity_model_flags(s32 idx, s32 newFlags)
void part_glow_off(s32, ActorPart *, s32 yaw, b32 arg3)
void btl_state_update_peach_menu(void)
void func_802C3EE4(void)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
Definition world.c:250
void clear_model_data(void)
Definition model.c:2364
void entity_SaveBlock_wait_for_close_choice(Entity *entity)
Definition SaveBlock.c:142
void spawn_drops(Enemy *enemy)
Definition 23680.c:8
void remove_status_debuff(s32)
void partner_disable_input(void)
Definition partners.c:2489
void set_entity_model_flags(s32 idx, s32 newFlags)
void part_flash_on(b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
void btl_state_update_first_strike(void)
HitID player_raycast_below_cam_relative(PlayerStatus *playerStatus, f32 *outX, f32 *outY, f32 *outZ, f32 *outLength, f32 *hitRx, f32 *hitRz, f32 *hitDirX, f32 *hitDirZ)
Definition 77480.c:192
s16 update_enter_map_screen_overlay(s16 *progress)
void set_entity_fog_dist(s32 start, s32 end)
void show_first_strike_message(void)
Definition encounter.c:1562
void entity_base_switch_start_bound_script(Entity *entity)
Definition Switch.c:317
void startup_set_fade_screen_alpha(s16 alpha)
void disable_actor_blur(Actor *)
s32 dispatch_damage_event_actor_1(Actor *actor, s32 damageAmount, s32 event)
Definition 1A5830.c:892
void set_map_transition_effect(ScreenTransition)
void reset_all_actor_sounds(Actor *)
Definition 190B20.c:2938
void btl_state_draw_partner_striking_first(void)
void set_curtain_fade(f32 fade)
Definition curtains.c:302
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
Definition 23680.c:543
void state_step_change_map(void)
void render_messages(void)
Definition msg.c:574
s32 has_valid_conversation_npc(void)
Definition 77480.c:1110
void init_virtual_entity_list(void)
void btl_draw_upgrade_windows(s32)
Definition level_up.c:1223
void set_curtain_draw_callback(void(*callback)(void))
void btl_state_update_enemy_striking_first(void)
void func_800E5520(void)
Definition 7E9D0.c:36
s32 count_power_plus(s32)
Definition 190B20.c:939
void remove_player_buffs(s32)
Definition 190B20.c:2806
void btl_state_draw_prepare_menu(void)
void btl_state_draw_select_target(void)
void bgm_reset_max_volume(void)
void btl_popup_messages_draw_world_geometry(void)
void update_encounters_post_battle(void)
Definition encounter.c:1618
void clear_trigger_data(void)
Definition trigger.c:13
s32 npc_test_move_complex_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void init_trigger_list(void)
Definition trigger.c:45
void state_step_file_select(void)
void phys_player_land(void)
Definition 7BB60.c:368
void set_script_group(Evt *script, s32 groupFlags)
void add_xz_vec3f_copy1(Vec3f *vector, f32 speed, f32 angleDeg)
Definition 190B20.c:1148
void state_step_world(void)
Definition state_world.c:19
void btl_cam_use_preset_immediately(s32)
Definition camera.c:1912
void suggest_player_anim_always_forward(AnimID anim)
Definition 77480.c:912
s32 btl_check_player_defeated(void)
Definition 190B20.c:661
void mdl_reset_transform_flags(void)
Definition model.c:3755
void set_background(BackgroundHeader *)
Definition background.c:40
void sort_consumables(void)
Bubbles up player inventory items such that all ITEM_NONE values are at the bottom.
Definition inventory.c:409
f32 length2D(f32 x, f32 y)
Definition 43F0.c:58
s32 draw_ci_image_with_clipping(u8 *raster, s32 width, s32 height, s32 fmt, s32 bitDepth, u16 *palette, s16 posX, s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity)
void func_800EF3D4(s32)
Definition partners.c:2414
void appendGfx_player_actor(void *)
void create_status_static(s32, s32)
void decrement_status_bar_disabled(void)
Definition inventory.c:1656
void state_step_pause(void)
Definition state_pause.c:61
void partner_walking_update_motion(Npc *partner)
Definition partners.c:1202
void clear_character_set(void)
Definition msg.c:192
void interact_speech_setup(void)
b32 startup_fade_screen_in(s16 subtractAlpha)
void hide_actor_health_bar(Actor *)
Definition 190B20.c:2510
void btl_state_update_celebration(void)
Definition level_up.c:488
void phys_update_falling(void)
Definition 7BB60.c:315
void set_world_fog_color(s32 r, s32 g, s32 b, s32 a)
Definition model.c:3788
void clear_sprite_shading_data(void)
void state_drawUI_exit_file_select(void)
void btl_cam_set_zoom(s16)
Definition camera.c:1984
void partner_clear_player_tracking(Npc *partner)
Definition partners.c:2436
void disable_player_blur(void)
void enable_background_wave(void)
Definition background.c:309
void hide_coin_counter(void)
Definition inventory.c:1395
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
Definition evt.c:1976
s32 get_fortress_key_count(void)
void clear_entity_data(b32)
Definition entity.c:787
void partner_flying_update_player_tracking(Npc *partner)
Definition partners.c:1751
void dispatch_event_actor(Actor *, s32)
Definition 1A5830.c:102
s32 round(f32)
Definition 43F0.c:570
void entity_SaveBlock_save_data(void)
Definition SaveBlock.c:99
b32 ai_check_fwd_collisions(Npc *npc, f32 time, f32 *outYaw, f32 *outDistFwd, f32 *outDistCW, f32 *outDistCCW)
Definition 25AF0.c:22
s32 imgfx_appendGfx_component(s32, ImgFXTexture *, u32, Matrix4f)
Definition imgfx.c:703
void sync_status_bar(void)
Definition inventory.c:1670
void load_battle_hit_asset(const char *hitName)
Definition collision.c:166
void clear_item_entity_flags(s32 index, s32 flags)
b32 check_player_action_debug(void)
Definition 77480.c:1015
void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha)
s32 disable_player_input(void)
Definition 77480.c:989
void remove_part_decor_steam(ActorPart *, s32)
void btl_state_draw_1C(void)
s32 entity_can_collide_with_jumping_player(Entity *entity)
Definition Shadow.c:11
Shadow * get_shadow_by_index(s32 index)
Definition entity.c:534
ItemEntity * get_item_entity(s32 itemEntityIndex)
void set_map_change_fade_rate(s16)
void init_encounters_ui(void)
Definition encounter.c:2813
void btl_cam_set_params(b16, s16, s16, s16, s32, s32, s32)
Definition camera.c:1939
void draw_entity_model_B(s32, Mtx *, s32, Vec3s *)
void btl_state_update_22(void)
void load_data_for_models(struct ModelNode *model, s32 romOffset, s32 size)
Definition model.c:3318
void entity_SaveBlock_pause_game(void)
Definition SaveBlock.c:88
void entity_SaveBlock_resume_game(void)
Definition SaveBlock.c:94
s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags)
void show_actor_health_bar(Actor *)
Definition 190B20.c:2505
void mdl_calculate_model_sizes(void)
Definition model.c:2455
s32 get_collider_flags(s32 colliderID)
Definition collision.c:481
void status_bar_stop_blinking_hp(void)
Definition inventory.c:1553
void open_status_bar_quickly(void)
Definition inventory.c:1440
void state_drawUI_title_screen(void)
void check_input_spin(void)
Definition 7E9D0.c:386
void func_80045AC0(void)
void close_message(MessagePrintState *msgPrintState)
Definition msg.c:1574
void btl_update_ko_status(void)
Definition 190B20.c:2869
void remove_status_static(s32)
void update_effects(void)
Definition effects.c:60
s32 create_status_icon_set(void)
void clear_part_pal_adjustment(ActorPart *)
Definition 190B20.c:2618
void create_part_shadow_by_ref(s32 arg0, ActorPart *part)
void btl_state_update_normal_start(void)
void render_workers_backUI(void)
Definition worker.c:163
s32 filemenu_get_exit_mode(void)
f32 player_check_collision_below(f32, s32 *colliderID)
Definition 7BB60.c:469
void appendGfx_ispy_icon(void)
Definition i_spy.c:34
f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz)
Definition 43F0.c:675
void appendGfx_pulse_stone_icon(void)
Definition pulse_stone.c:83
void clear_actor_static_pal_adjustments(Actor *)
Definition 190B20.c:2624
s32 imgfx_get_free_instances(s32)
Definition imgfx.c:337
void update_damage_popups(void)
Definition 190B20.c:2320
void entity_block_hit_animate_scale(Entity *entity)
Definition Block.c:90
void func_8023E104(void)
Definition 16C8E0.c:150
void set_actor_anim_by_ref(Actor *, ActorPart *, AnimID)
Definition 190B20.c:1047
Evt * start_child_script(Evt *parentScript, EvtScript *source, s32 initialState)
void state_step_title_screen(void)
void appendGfx_player_actor_reflection(void *)
void btl_state_draw_begin_player_turn(void)
f32 cosine(s16 arg0)
Definition 43F0.c:352
s32 entity_start_script(Entity *entity)
Definition entity.c:560
void enable_partner_blur(void)
void interact_inspect_setup(void)
void partner_walking_update_player_tracking(Npc *partner)
Definition partners.c:1175
void entity_SaveBlock_wait_for_close_result(Entity *entity)
Definition SaveBlock.c:136
void entity_RedSwitch_wait_and_reset(Entity *entity)
Definition Switch.c:143
void appendGfx_partner_actor(void *)
Evt * get_script_by_index(s32 index)
void add_part_decoration(ActorPart *part, s32 decorationIndex, s32 decorationType)
Definition 190B20.c:2727
void backup_map_collision_data(void)
Definition collision.c:80
s32 resume_all_group(s32 groupFlags)
void basic_window_update(s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
Definition windows.c:161
void reset_actor_turn_info(void)
Definition 190B20.c:978
void btl_state_update_begin_player_turn(void)
s32 suspend_all_script(s32 id)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
Definition 43F0.c:442
void enable_npc_blur(Npc *npc)
Definition npc.c:1065
void entity_BlueSwitch_init(Entity *entity)
Definition Switch.c:457
void appendGfx_player_actor_blur(Actor *)
void entity_Shadow_init(Shadow *entity)
Definition Shadow.c:5
void btl_cam_set_target_pos(f32, f32, f32)
Definition camera.c:1962
s32 disable_player_static_collisions(void)
Definition 77480.c:971
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
Definition evt.c:1846
void set_screen_overlay_params_front(u8, f32)
void startup_fade_screen_update(void)
f32 cos_rad(f32 x)
Definition 43F0.c:715
void close_status_bar(void)
Definition inventory.c:1450
void close_action_command_instruction_popup(void)
void load_map_bg(char *optAssetName)
Definition background.c:14
f32 signF(f32 val)
Definition 43F0.c:555
s32 get_asset_offset(char *, s32 *)
Definition world.c:272
void update_curtains(void)
Definition curtains.c:220
s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar)
void star_power_shimmer_update(void)
void npc_follow_init(Npc *, s32, FollowAnims *, f32, f32, s32, s32)
Definition npc_follow.c:38
void check_input_open_menus(void)
Definition menus.c:191
void state_init_intro(void)
Definition state_intro.c:26
void boot_idle(void *data)
void enable_player_blur(void)
void load_tattle_flags(s32)
Definition 181810.c:571
void exec_entity_model_commandlist(s32 idx)
void mdl_set_all_tint_type(s32)
Definition model.c:4519
void func_80028838(void)
Definition input.c:23
s32 is_world_fog_enabled(void)
Definition model.c:3795
void remove_all_effects(void)
Definition effects.c:278
void phys_set_player_sliding_check(b32(*funcPtr)(void))
Definition 7BB60.c:845
void btl_state_draw_defend(void)
void remove_status_transparent(s32)
void status_bar_stop_blinking_sp(void)
Definition inventory.c:1619
void dispatch_event_player(s32)
Definition dmg_player.c:131
void set_actor_flash_mode(Actor *actor, s32 arg1)
Definition 190B20.c:2696
void show_damage_fx(Actor *actor, f32 x, f32 y, f32 z, s32 damage)
Definition 190B20.c:2334
s32 enable_player_input(void)
Definition 77480.c:997
void func_800E06C0(s32)
Definition 77480.c:1159
void move_player(s32 duration, f32 heading, f32 speed)
Definition 7BB60.c:56
void clear_printers(void)
Definition msg.c:196
void set_curtain_fade_goal(f32 fade)
Definition curtains.c:298
void phys_peach_update(void)
Definition 7E9D0.c:182
void destroy_popup_menu(void)
void state_init_battle(void)
void btl_bonk_cleanup(void)
void btl_state_update_defeat(void)
void force_disable_player_blur_immediately(void)
enum AuResult bgm_set_variation(s32 playerIndex, s16 arg1)
void set_part_glow_pal(ActorPart *, s32)
Definition 190B20.c:2642
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
Definition 43F0.c:668
void hide_foreground_models_unchecked(void)
Definition 190B20.c:2963
void partner_kill_ability_script(void)
Definition partners.c:1109
void entity_SaveBlock_init(Entity *entity)
Definition SaveBlock.c:153
s32 phys_should_player_be_sliding(void)
Definition 7BB60.c:838
void update_encounters_pre_battle(void)
Definition encounter.c:1260
void update_collider_transform(s16 colliderID)
Definition collision.c:391
int _Printf(outfun prout, char *arg, const char *fmt, va_list args)
void btl_cam_disable_clamp_x(void)
Definition camera.c:2006
void btl_state_update_next_enemy(void)
void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits)
Definition inventory.c:623
f32 player_get_side_angle(void)
Definition 7BB60.c:1177
void render_workers_scene(void)
Definition worker.c:137
void initialize_collision(void)
Definition collision.c:111
s32 player_test_lateral_overlap(s32, PlayerStatus *, f32 *, f32 *, f32 *, f32, f32)
Definition 77480.c:369
void btl_set_player_idle_anims(void)
enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
s32 create_worker_scene(void(*updateFunc)(void), void(*renderFunc)(void))
Definition worker.c:32
void bgm_reset_volume(void)
void load_obfuscation_shims(void)
struct Model * get_model_from_list_index(s32 listIndex)
Definition model.c:3314
void btl_state_update_1C(void)
void state_step_startup(void)
void entity_GreenStompSwitch_extend(Entity *entity)
Definition Switch.c:51
void update_scripts(void)
s32 partner_is_flying(void)
Definition partners.c:572
void PatrolAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
s32 phys_adjust_cam_on_landing(void)
Definition 7E9D0.c:46
void disable_transform_group(u16 modelID)
Definition model.c:3603
void state_init_unpause(void)
void phys_main_collision_below(void)
Definition 7BB60.c:862
void * _heap_malloc(HeapNode *head, u32 size)
Definition 43F0.c:77
void btl_state_draw_end_player_turn(void)
void create_home_target_list(Actor *actor)
Definition 190B20.c:476
void collision_check_player_overlaps(void)
Definition 7BB60.c:812
f32 rand_float(void)
Definition 43F0.c:502
void set_script_flags(Evt *script, s32 flags)
void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY)
void gravity_use_fall_parms(void)
Definition 7BB60.c:301
void func_800E01DC(void)
Definition 77480.c:1007
void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z)
void player_reset_data(void)
Definition 77480.c:810
void bgm_pop_battle_song(void)
void reset_battle_status(void)
Definition battle.cpp:116
u32 get_entity_type(s32 arg0)
Definition entity.c:568
void shim_create_audio_system_obfuscated(void)
void update_cameras(void)
Definition cam_main.c:18
void remove_part_decor_whirlwind(ActorPart *, s32)
void basic_ai_wander(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:588
void collision_lateral_peach(void)
Definition 7BB60.c:1056
void state_init_logos(void)
Definition state_logos.c:66
void clear_player_status(void)
Definition 77480.c:806
void mdl_make_transform_group(u16 modelID)
Definition model.c:3513
void pulse_stone_notification_setup(void)
Definition pulse_stone.c:72
void enable_player_shadow(void)
Definition 77480.c:963
void remove_part_decor_bowser_aura(ActorPart *, s32)
void func_800EF314(void)
Definition partners.c:2386
void status_bar_stop_blinking_starpoints(void)
Definition inventory.c:1647
void btl_state_draw_celebration(void)
Definition level_up.c:1274
s32 evt_trigger_on_activate_exec_script(Trigger *trigger)
Definition evt.c:981
void remove_status_icon_boost_jump(s32)
s32 is_partner_ability_active(s32)
Definition inventory.c:2071
s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar)
void clear_effect_data(void)
Definition effects.c:41
void update_triggers(void)
Definition trigger.c:89
s32 heap_free(void *ptr)
Definition heap.c:42
s32 is_starting_conversation(void)
Definition encounter.c:2816
HeapNode * general_heap_create(void)
Definition heap.c:6
void player_handle_floor_collider_type(s32 colliderID)
Definition 7BB60.c:325
void start_bounce_b(void)
Definition 7E9D0.c:310
void pause_cleanup(void)
Definition pause_main.c:796
void btl_cam_use_preset(s32)
Definition camera.c:1919
s32 add_star_points(s32 amt)
Definition inventory.c:2096
void draw_entity_model_D(s32, Mtx *, s32, Vec3s *)
void add_xz_vec3f(Vec3f *vector, f32 speed, f32 angleDeg)
Definition 190B20.c:1139
b32 npc_test_move_simple_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void update_entities(void)
Definition entity.c:82
void star_power_shimmer_start(s32, f32, f32, f32)
void shim_load_engine_data_obfuscated(void)
void btl_state_draw_victory(void)
void btl_state_update_victory(void)
void sin_cos_deg(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
Definition 43F0.c:718
void set_custom_gfx(s32 customGfxIndex, Gfx *pre, Gfx *post)
Definition model.c:3843
void filemenu_update(void)
void player_render_interact_prompts(void)
Definition 77480.c:1027
s32 bgm_init_music_players(void)
void state_step_enter_world(void)
void clear_virtual_entity_list(void)
void update_window_hierarchy(s32 windowIndex, u8 arg1)
Definition windows.c:393
void start_rumble_type(u32)
Definition 190B20.c:3098
void switch_to_partner(s32 arg0)
Definition partners.c:906
void entity_small_switch_idle(Entity *entity)
Definition Switch.c:97
void btl_draw_ui(void)
Definition 16C8E0.c:486
void btl_cam_target_actor(s32)
Definition camera.c:1926
s32 is_another_trigger_bound(Trigger *, EvtScript *script)
Definition trigger.c:254
void game_input_to_move_vector(f32 *x, f32 *y)
Definition 7B440.c:161
void basic_ai_chase(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:804
void state_drawUI_end_battle(void)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void disable_status_bar_input(void)
Definition inventory.c:1486
s32 inflict_status(Actor *, s32, s32)
Definition 190B20.c:2084
void init_enter_world_shared(void)
void btl_state_draw_end_demo_battle(void)
s32 find_item(s32)
Search player inventory for itemID and return first matching array index.
Definition inventory.c:263
void remove_part_decor_red_flames(ActorPart *, s32)
void btl_state_update_9(void)
void btl_cam_set_zoffset(s16)
Definition camera.c:1996
void update_input(void)
Definition input.c:31
s32 is_picking_up_item(void)
void remove_status_icon_peril(s32)
s32 get_transform_group_index(s32)
Definition model.c:3417
void set_action_state(s32 actionState)
Definition 7E9D0.c:209
void clear_worker_list(void)
Definition worker.c:10
void phys_update_interact_collider(void)
Definition 7BB60.c:1126
void free_worker(s32)
Definition worker.c:176
MessagePrintState * msg_get_printer_for_msg(s32 msgID, s32 *a1)
Definition msg.c:1430
ActorPart * get_actor_part(Actor *actor, s32 partID)
Definition 190B20.c:1191
s32 func_80263230(Actor *, Actor *)
Definition 190B20.c:558
void btl_state_update_partner_striking_first(void)
void render_player_model(void)
Definition 77480.c:1494
void clear_script_flags(Evt *script, s32 flags)
HitID npc_raycast_up_corners(s32 ignoreFlags, f32 *posX, f32 *posY, f32 *posZ, f32 *hitDepth, f32 yaw, f32 radius)
void btl_state_draw_end_turn(void)
s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5)
void btl_state_draw_partner_move(void)
s32 partner_test_enemy_collision(Npc *enemy)
Definition partners.c:1051
b32 npc_test_move_taller_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void btl_state_update_change_partner(void)
void appendGfx_enemy_actor_blur(void *)
s32 get_map_IDs_by_name(const char *mapName, s16 *areaID, s16 *mapID)
Definition world.c:227
void draw_entity_model_C(s32, Mtx *)
void set_actor_glow_pal(Actor *actor, s32 arg1)
Definition 190B20.c:2654
void set_background_size(s16, s16, s16, s16)
Definition background.c:50
void _add_part_decoration(ActorPart *)
void status_bar_start_blinking_starpoints(void)
Definition inventory.c:1638
void reset_ambient_sounds(void)
Definition ambience.c:28
void shim_general_heap_create_obfuscated(void)
s32 entity_base_block_idle(Entity *entity)
Definition Block.c:195
void set_entity_commandlist(Entity *entity, s32 *entityScript)
Definition entity.c:235
void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld)
Definition pause_main.c:718
void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType)
Definition world.c:52
void draw_encounters_pre_battle(void)
Definition encounter.c:1486
void update_max_rumble_duration(void)
Definition rumble.c:34
void basic_ai_found_player_jump_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:735
void state_drawUI_startup(void)
void state_step_intro(void)
Definition state_intro.c:92
void show_merlee_message(s16, s16)
void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3)
Definition fx_api.c:4
void render_effects_scene(void)
Definition effects.c:116
void setup_pause_menu_tab(MenuWindowBP *bpArray, s32 arraySize)
Definition windows.c:461
void mdl_load_all_textures(struct ModelNode *model, s32 romOffset, s32 size)
Definition model.c:2322
void enable_partner_ai(void)
Definition partners.c:2390
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2)
Definition cam_api.c:365
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
Definition 190B20.c:2219
void add_xz_vec3f_copy2(Vec3f *vector, f32 speed, f32 angleDeg)
Definition 190B20.c:1157
void btl_state_update_partner_move(void)
void appendGfx_background_texture(void)
Definition background.c:62
s32 use_consumable(s32 invSlot)
Definition partners.c:479
void set_actor_anim(s32 actorID, s32 partID, AnimID animID)
Definition 190B20.c:1005
void update_player_input(void)
Definition 7B440.c:21
void resume_group_others(Evt *script, s32 groupFlags)
void enable_world_fog(void)
Definition model.c:3775
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion)
void set_screen_overlay_center(s32, s32, s32, s32)
Actor * get_actor(s32 actorID)
Definition actor_api.c:155
void btl_state_update_begin_partner_turn(void)
void status_bar_stop_blinking_fp(void)
Definition inventory.c:1576
void remove_part_decor_fiery_trail(ActorPart *, s32)
b32 npc_raycast_up(s32, f32 *, f32 *, f32 *, f32 *)
void kill_script_by_ID(s32 id)
HitID player_raycast_up_corners(PlayerStatus *, f32 *, f32 *, f32 *, f32 *, f32)
Definition 77480.c:254
void appendGfx_enemy_actor(void *)
void func_80266970(Actor *)
Definition 190B20.c:2439
void entity_base_switch_init(Entity *entity)
Definition Switch.c:447
void crash_screen_init(void)
void entity_GreenStompSwitch_retract(Entity *entity)
Definition Switch.c:38
void load_mesh_animator_tree(s32 index, StaticAnimatorNode **tree)
Definition animator.c:1198
HitID player_test_move_with_slipping(PlayerStatus *playerStatus, f32 *posX, f32 *posY, f32 *posZ, f32 speed, f32 heading)
Definition 77480.c:562
void load_font_data(Addr offset, u16 size, void *dest)
Definition msg.c:218
void init_script_list(void)
void btl_state_update_player_menu(void)
void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate)
Definition 190B20.c:1068
void btl_state_draw_22(void)
void btl_state_draw_peach_menu(void)
void state_step_demo(void)
Definition state_demo.c:161
void set_curtain_scale(f32 scale)
Definition curtains.c:289
void part_flash_off(b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
s32 create_model_animator(s16 *animPos)
Definition animator.c:318
void bgm_update_music_settings(void)
void func_800EF3E4(void)
Definition partners.c:2418
void state_init_game_over(void)
void set_screen_overlay_color(s32, u8, u8, u8)
void btl_state_update_switch_to_player(void)
void btl_show_battle_message(s32 messageIndex, s32 duration)
s32 lookup_status_chance(s32 *, s32)
Definition 190B20.c:2046
void state_drawUI_change_map(void)
void get_collider_center(s32 colliderID, f32 *x, f32 *y, f32 *z)
Definition collision.c:497
void show_foreground_models_unchecked(void)
Definition 190B20.c:2978
void state_step_game_over(void)
void * _heap_malloc_tail(HeapNode *head, u32 size)
Definition 43F0.c:151
void start_bounce_a(void)
Definition 7E9D0.c:300
void peach_sync_disguise_npc(void)
Definition 7E9D0.c:555
void state_init_exit_file_select(void)
void status_bar_start_blinking_sp(void)
Definition inventory.c:1608
void check_input_status_bar(void)
Definition menus.c:391
void remove_item_entity_by_index(s32 index)
s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
Test a general ray from a given starting position and direction against all entities.
Definition collision.c:947
void render_curtains(void)
Definition curtains.c:223
void suggest_player_anim_allow_backward(AnimID anim)
Definition 77480.c:893
void update_health_bars(void)
Definition 190B20.c:2515
void set_goal_pos_to_part(ActorState *state, s32 actorID, s32 partID)
Definition actor_api.c:44
s32 should_collider_allow_interact(s32)
Definition trigger.c:281
void reset_actor_blur(Actor *)
void func_8023E11C(void)
Definition 16C8E0.c:155
void clear_windows(void)
Definition windows.c:135
void btl_cam_move(s16)
Definition camera.c:1953
void * _heap_realloc(HeapNode *heapNodeList, void *addr, u32 newSize)
Definition 43F0.c:284
void set_aux_pan_v(s32 texPannerID, s32 value)
Definition model.c:3827
void pause_init(void)
Definition pause_main.c:605
void remove_part_decor_none(ActorPart *, s32)
void exec_entity_commandlist(Entity *entity)
Definition entity.c:313
s32 func_800E06D8(void)
Definition 77480.c:1163
void func_800EF43C(void)
Definition partners.c:2430
u32 _heap_free(HeapNode *heapNodeList, void *addrToFree)
Definition 43F0.c:219
void copy_matrix(Matrix4f src, Matrix4f dest)
Definition 43F0.c:437
void set_peach_shadow_scale(Shadow *shadow, f32 scale)
Definition entity.c:1705
void set_world_fog_dist(s32 start, s32 end)
Definition model.c:3783
void appendGfx_partner_actor_blur(void *)
void set_message_int_var(s32 value, s32 index)
Definition msg.c:1556
void appendGfx_partner_actor_reflection(void *)
void filemenu_set_cursor_alpha(s32 arg0)
void subtract_hp(s32 amt)
Definition inventory.c:2203
void shim_battle_heap_create_obfuscated(void)
void status_bar_always_show_off(void)
Definition inventory.c:1532
void set_main_pan_u(s32 texPannerID, s32 value)
Definition model.c:3815
s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z)
Definition entity.c:1528
void state_drawUI_game_over(void)
void entity_HugeBlueSwitch_init(Entity *entity)
Definition Switch.c:477
void state_drawUI_world(void)
Definition state_world.c:34
void btl_state_update_begin_turn(void)
void collision_main_lateral(void)
Definition 7BB60.c:493
Trigger * create_trigger(TriggerBlueprint *def)
Definition trigger.c:55
void set_message_text_var(s32 msgID, s32 index)
Definition msg.c:1526
void draw_merlee_messages(void)
char * outfun(char *, const char *, size_t)
Definition functions.h:28
void entity_base_block_init(Entity *entity)
Definition Block.c:213
void btl_state_draw_begin_partner_turn(void)
Npc * resolve_npc(Evt *script, s32 npcIdOrPtr)
Definition npc_api.c:8
void set_script_timescale(Evt *script, f32 timescale)
void filemenu_init(s32 mode)
s32 general_heap_free(void *data)
Definition heap.c:18
void deduct_current_move_fp(void)
Definition 190B20.c:961
void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg)
Definition 190B20.c:1166
s32 partner_can_open_world_menus(void)
Definition partners.c:983
void btl_delete_player_actor(Actor *player)
Definition 16C8E0.c:1175
void startup_set_fade_screen_color(s16 color)
void partner_flying_update_motion(Npc *partner)
Definition partners.c:1777
b32 check_input_hammer(void)
Definition 7E9D0.c:321
void force_disable_player_blur(void)
void btl_state_draw_player_move(void)
void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7)
Definition 190B20.c:2931
void peach_check_for_parasol_input(void)
Definition 7E9D0.c:530
void basic_ai_wander_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:567
void clear_player_data(void)
Definition inventory.c:54
void load_map_script_lib(void)
Definition world.c:48
void update_windows(void)
Definition windows.c:143
void crash_screen_set_draw_info(u16 *frameBufPtr, s16 width, s16 height)
HitID player_test_move_without_slipping(PlayerStatus *, f32 *, f32 *, f32 *, f32, f32, s32 *)
Only used for Peach physics.
Definition 77480.c:495
void reset_model_animators(void)
Definition model_api.c:258
void btl_popup_messages_update(void)
s32 btl_cam_is_moving_done(void)
Definition camera.c:1980
void force_disable_actor_blur(Actor *)
void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a)
void imgfx_release_instance(u32)
Definition imgfx.c:385
void draw_encounters_conversation(void)
Definition encounter.c:2318
void get_msg_properties(s32 msgID, s32 *height, s32 *width, s32 *maxLineChars, s32 *numLines, s32 *maxLinesPerPage, s32 *arg6, u16 charset)
Definition msg.c:1677
void bind_entity_model_setupGfx(s32 idx, void *setupGfxCallbackArg0, void(*fpSetupGfxCallback)(void *))
void collision_lava_reset_check_additional_overlaps(void)
Definition 7BB60.c:989
void btl_popup_messages_init(void)
void decode_yay0(void *src, void *dst)
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3)
Definition cam_api.c:374
void state_drawUI_demo(void)
Definition state_demo.c:274
s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
Definition collision.c:768
void remove_part_decor_sweat(ActorPart *, s32)
void btl_state_draw_end_partner_turn(void)
void nuBoot(void)
void btl_state_draw_begin_turn(void)
EvtScript * partner_get_enter_map_script(void)
Definition partners.c:1058
void set_script_priority(Evt *script, s32 priority)
void func_8013A4D0(void)
Definition imgfx.c:266
void remove_consumable(void)
Definition partners.c:490
void btl_state_update_defend(void)
void state_drawUI_battle(void)
void set_windows_visible(s32 groupIdx)
Definition windows.c:445
void render_frame(s32 flag)
Definition cam_main.c:90
void render_window_root(void)
Definition windows.c:347
void hide_coin_counter_immediately(void)
Definition inventory.c:1403
s32 dispatch_damage_event_actor_0(Actor *actor, s32 damageAmount, s32 event)
Definition 1A5830.c:888
void clear_area_flags(void)
Definition vars_access.c:26
f32 entity_block_hit_init_scale(Entity *entity)
Definition Block.c:75
s16 update_exit_map_screen_overlay(s16 *progress)
b32 startup_fade_screen_out(s16 addAlpha)
void get_screen_overlay_params(s32, u8 *type, f32 *zoom)
void set_aux_pan_u(s32 texPannerID, s32 value)
Definition model.c:3823
enum AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet)
s32 inflict_status_set_duration(Actor *actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration)
Definition 190B20.c:2581
void set_part_yaw(s32 actorID, s32 partID, s32 value)
Definition 190B20.c:1095
void add_actor_decoration(Actor *actor, s32 decorationIndex, s32 decorationType)
Definition 190B20.c:2739
s32 entity_RedSwitch_animate_scale(Entity *entity)
Definition Switch.c:159
void partner_handle_before_battle(void)
Definition partners.c:1067
void func_80138188(void)
void calculate_camera_yinterp_rate(void)
Definition 7B440.c:182
void player_surface_spawn_fx(void)
Definition surfaces.c:42
void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void *drawContents, void *drawContentsArg, s8 parent)
Definition windows.c:373
s32 render_with_adjusted_palettes(s32, ActorPart *, s32, Matrix4f, s32)
void render_screen_overlay_frontUI(void)
void entity_base_switch_anim_init(Entity *entity)
Definition Switch.c:149
void update_merlee_messages(void)
s32 resume_all_script(s32 id)
void shop_open_item_select_popup(s32 mode)
Definition shops.c:382
void try_player_footstep_sounds(s32 arg0)
Definition 7BB60.c:1104
void parent_collider_to_model(s16 colliderID, s16 modelIndex)
Definition collision.c:320
s32 subtract_fortress_keys(s32 amt)
void bgm_reset_sequence_players(void)
void npc_update_npc_tracking(Npc *)
Definition npc_follow.c:68
void set_actor_yaw(s32 actorID, s32 yaw)
Definition 190B20.c:1091
void btl_state_draw_enemy_move(void)
void partner_walking_enable(Npc *partner, s32 val)
Definition partners.c:1133
void entity_GreenStompSwitch_idle(Entity *entity)
Definition Switch.c:25
void remove_part_shadow(s32 actorID, s32 partID)
Definition 190B20.c:2793
void draw_encounters_neutral(void)
Definition encounter.c:1257
void btl_state_draw_player_menu(void)
void remove_part_decor_sparkles(ActorPart *, s32)
s32 does_script_exist(s32 id)
void load_battle(s32)
Definition battle.cpp:146
void set_tex_panner(struct Model *model, s32 texPannerID)
Definition model.c:3811
void load_player_actor(void)
Definition 190B20.c:1208
f32 evt_get_float_variable(Evt *script, Bytecode var)
Definition evt.c:1929
u8 * filemenu_get_menu_message(s32 idx)
void partner_flying_enable(Npc *partner, s32 val)
Definition partners.c:1706
void entity_SaveBlock_idle(Entity *entity)
Definition SaveBlock.c:80
void btl_delete_actor(Actor *actor)
Definition 16C8E0.c:1110
void get_world_fog_color(s32 *r, s32 *g, s32 *b, s32 *a)
Definition model.c:3804
void btl_save_world_cameras(void)
Definition 16C8E0.c:1069
f32 sin_rad(f32 x)
Definition 43F0.c:711
void delete_trigger(Trigger *toDelete)
Definition trigger.c:239
s32 get_time_freeze_mode(void)
Definition main_loop.c:389
void set_part_pal_adjustment(ActorPart *, s32)
Definition 190B20.c:2595
f32 get_player_normal_pitch(void)
Definition 43F0.c:660
void update_item_entities(void)
void set_time_freeze_mode(s32)
Time freeze modes: 0: none 1: NPCs move, can't be interacted with 2: NPCs don't move,...
Definition main_loop.c:357
s32 ai_check_player_dist(Enemy *enemy, s32 arg1, f32 arg2, f32 arg3)
Definition 23680.c:515
b32 check_input_jump(void)
Definition 7E9D0.c:344
void load_font(s32 font)
Definition msg.c:225
void state_init_demo(void)
Definition state_demo.c:144
s32 battle_heap_create(void)
Definition heap.c:22
void update_action_ratings(void)
Definition 190B20.c:2443
s32 create_mesh_animator(s16 *animPos, s16 *animBuffer)
Definition animator.c:366
void btl_state_draw_switch_to_player(void)
void mdl_group_set_custom_gfx(u16, s32, s32, b32)
Definition model.c:3694
void enforce_hpfp_limits(void)
Definition inventory.c:462
void bgm_push_song(s32 songID, s32 variation)
void state_init_title_screen(void)
void update_enemy_shadows(void)
void entity_SaveBlock_show_tutorial_message(Entity *entity)
Definition SaveBlock.c:106
void render_player(void)
Definition 77480.c:1488
void btl_state_draw_next_enemy(void)
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
Definition worker.c:63
void state_init_enter_world(void)
void state_init_end_battle(void)
void btl_set_state(s32 battleState)
void set_main_pan_v(s32 texPannerID, s32 value)
Definition model.c:3819
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32)
Definition 190B20.c:2295
s32 enable_player_static_collisions(void)
Definition 77480.c:979
void entity_SaveBlock_show_result_message(void)
Definition SaveBlock.c:131
s32 btl_is_popup_displayed(void)
void btl_state_draw_normal_start(void)
void apply_shock_effect(Actor *)
void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32)
Definition imgfx.c:486
void partner_set_tether_distance(f32)
Definition partners.c:2401
void restore_map_collision_data(void)
Definition collision.c:135
void bgm_set_battle_song(s32, s32)
void phys_update_jump(void)
Definition 7BB60.c:198
void update_workers(void)
Definition worker.c:125
void set_item_entity_flags(s32 itemEntityIndex, s32 flag)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
Definition 43F0.c:704
void set_message_images(MessageImageData *images)
Definition msg.c:1522
void entity_SaveBlock_show_choice_message(void)
Definition SaveBlock.c:124
void bgm_push_battle_song(void)
void create_current_pos_target_list(Actor *actor)
Definition 190B20.c:472
HeapNode * _heap_create(HeapNode *addr, u32 size)
Definition 43F0.c:62
void btl_state_draw_run_away(void)
void basic_ai_found_player_jump(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:748
void draw_encounters_post_battle(void)
Definition encounter.c:2252
void partner_reset_tether_distance(void)
Definition partners.c:2405
s32 is_status_bar_visible(void)
Definition inventory.c:1536
void btl_state_update_end_partner_turn(void)
void phys_init_integrator_for_current_state(void)
Definition 7BB60.c:271
void btl_state_draw_partner_menu(void)
s32 is_actor_health_bar_visible(Actor *)
Definition 181810.c:503
Evt * start_script_in_group(EvtScript *source, u8 priority, u8 initialState, u8 groupFlags)
s32 add_coins(s32 amt)
Definition inventory.c:2075
void btl_state_draw_end_training_battle(void)
char * int_to_string(s32, char *, s32)
Definition 43F0.c:384
void update_player(void)
Definition 77480.c:624
void clear_entity_models(void)
void delete_shadow(s32)
Definition entity.c:626
void func_80138198(void)
void state_drawUI_logos(void)
void reset_background_settings(void)
Definition background.c:33
void initialize_battle(void)
Definition 16C8E0.c:160
void mdl_get_copied_vertices(s32 copyIndex, Vtx **firstVertex, Vtx **copiedVertices, s32 *numCopied)
Definition model.c:4075
f32 get_xz_dist_to_player(f32, f32)
Definition 77480.c:959
void open_status_bar_slowly(void)
Definition inventory.c:1430
void star_power_shimmer_init(void)
void initialize_status_bar(void)
Definition inventory.c:482
f32 player_fall_distance(void)
Definition 7BB60.c:460
b32 npc_test_move_simple_without_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
f32 phys_get_spin_history(s32 lag, s32 *x, s32 *y, s32 *z)
Definition 7E9D0.c:82
void btl_cam_unfreeze(void)
Definition camera.c:2002
s32 make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
Definition 43F0.c:683
void btl_state_draw_defeat(void)
s32 msg_printer_load_msg(s32 msgID, MessagePrintState *printer)
Definition msg.c:1480
s32 btl_check_enemies_defeated(void)
Definition 190B20.c:653
void func_800EF300(void)
Definition partners.c:2382
void save_tattle_flags(s32)
Definition 181810.c:535
void btl_state_draw_end_battle(void)
void btl_state_update_end_demo_battle(void)
void remove_all_status_icons(s32)
void set_npc_shadow_scale(Shadow *shadow, f32 height, f32 npcRadius)
Definition entity.c:1687
void mdl_update_transform_matrices(void)
Definition model.c:2589
s8 get_current_partner_id(void)
Definition 7BB60.c:1100
void btl_restore_world_cameras(void)
Definition 16C8E0.c:1085
void btl_state_update_player_move(void)
void func_800E4AD8(s32 arg0)
Definition 7BB60.c:977
void btl_state_draw_change_partner(void)
struct ModelTransformGroup * get_transform_group(s32 index)
Definition model.c:3452
void btl_state_draw_enemy_striking_first(void)
void btl_state_draw_first_stike(void)
void state_init_world(void)
Definition state_world.c:9
s32 lookup_defense(s32 *, s32)
Definition 190B20.c:2027
Evt * get_script_by_id(s32 id)
void state_drawUI_pause(void)
void state_step_battle(void)
f32 get_clamped_angle_diff(f32, f32)
Definition 43F0.c:604
s32 create_entity(EntityBlueprint *bp,...)
Definition entity.c:1195
void show_action_rating(s32, Actor *, f32, f32, f32)
Definition 190B20.c:2360
s32 try_inflict_status(Actor *, s32, s32)
Definition 190B20.c:2532
s32 inflict_partner_ko(Actor *target, s32 statusTypeKey, s32 duration)
Definition 190B20.c:2203
void disable_player_shadow(void)
Definition 77480.c:967
s32 func_8002ACDC(void)
Definition heap.c:30
void show_foreground_models(void)
Definition 190B20.c:3011
void btl_state_update_select_target(void)
void draw_entity_model_E(s32, Mtx *)
void remove_part_decoration(ActorPart *part, s32 decorationIndex)
Definition 190B20.c:2750
void set_curtain_scale_goal(f32 scale)
Definition curtains.c:285
s32 entity_block_handle_collision(Entity *entity)
Definition Block.c:334
void basic_ai_loiter_init(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
Definition 23680.c:681
void btl_state_update_run_away(void)
void poll_rumble(void)
Definition rumble.c:10
void render_effects_UI(void)
Definition effects.c:140
void suspend_all_group(s32 groupFlags)
Trigger * bind_trigger_1(EvtScript *script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority)
void basic_ai_suspend(Evt *script)
Definition 25AF0.c:13
void entity_shattering_idle(Entity *entity)
void partner_set_goal_pos(s32 x, s32 z)
Definition partners.c:2409
s32 is_block_on_ground(Entity *block)
Definition entity.c:1736
void basic_ai_loiter(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
Definition 23680.c:691
void appendGfx_enemy_actor_reflection(void *)
void star_power_shimmer_draw(void)
Evt * restart_script(Evt *script)
void * mdl_get_next_texture_address(s32)
Definition model.c:4507
void update_messages(void)
Definition msg.c:253
s32 cancel_current_message(void)
Definition msg_api.c:312
void free_entity_model_by_index(s32 idx)
void remove_status_icon_danger(s32)
void filemenu_set_selected(MenuPanel *menu, s32 col, s32 row)
void btl_state_update_twink_menu(void)
void load_model_animator_tree(s32, StaticAnimatorNode **)
Definition animator.c:1171
f32 get_player_normal_yaw(void)
Definition 43F0.c:656
void state_drawUI_file_select(void)
void fio_init_flash(void)
Definition fio.c:232
void check_input_midair_jump(void)
Definition 7BB60.c:1078
void entity_upgrade_block_hide_content(s32)
Definition SuperBlock.c:40
b32 can_trigger_loading_zone(void)
Definition 7BB60.c:21
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
Definition msg.c:2229
void * heap_malloc(s32 size)
Definition heap.c:34
void init_sprite_shading_data(void)
void status_bar_respond_to_changes(void)
Definition inventory.c:1518
void status_bar_always_show_on(void)
Definition inventory.c:1528
void get_model_center_and_size(u16 modelID, f32 *centerX, f32 *centerY, f32 *centerZ, f32 *sizeX, f32 *sizeY, f32 *sizeZ)
Definition model.c:3432
void remove_status_chill_out(s32)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
Definition cam_main.c:372
void remove_part_decor_golden_flames(ActorPart *, s32)
void ispy_notification_setup(void)
Definition i_spy.c:91
void npc_follow_npc(Npc *)
Definition npc_follow.c:103
Npc * peach_make_disguise_npc(s32 peachDisguise)
Definition 7E9D0.c:573
void phys_set_landing_adjust_cam_check(s32(*funcPtr)(void))
Definition 7E9D0.c:42
void increment_status_bar_disabled(void)
Definition inventory.c:1664
void draw_status_ui(void)
Definition inventory.c:1421
Evt * func_802C39F8(Evt *parentScript, Bytecode *nextLine, s32 newState)
s32 get_msg_lines(s32 messageID)
Definition msg.c:1985
void status_bar_start_blinking_sp_bars(s32 numBarsToBlink)
Definition inventory.c:1628
void reset_player_blur(void)
void set_item_entity_position(s32 itemEntityIndex, f32 x, f32 y, f32 z)
void partner_init_after_battle(s32 arg0)
Definition partners.c:926
void add_star_power(s32 amt)
Definition inventory.c:2144
void partner_initialize_data(void)
Definition partners.c:1032
void btl_state_update_switch_to_partner(void)
void func_80027088(s32)
void dispatch_event_partner(s32)
Definition dmg_partner.c:7
void state_drawUI_intro(void)
HitID collision_main_above(void)
Definition 7BB60.c:67
void create_part_shadow(s32 actorID, s32 partID)
Definition 190B20.c:2785
u8 texPannerID
Definition model.h:70
u16 modelID
Definition model.h:61
Definition model.h:59
Definition npc.h:294
#define NORETURN
Definition macros.h:548
#define NODISCARD
Definition macros.h:534
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
Definition types.h:16
#define UNK_FUN_PTR(name)
Definition types.h:10