Paper Mario DX
Paper Mario (N64) modding
 
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functions.h
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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 "stdlib/stdarg.h"
9#include "libc/xstdio.h"
10
11#ifdef _LANGUAGE_C_PLUS_PLUS
12extern "C" {
13#endif
14
15f32 fabsf(f32 f);
16f64 fabs(f64 f);
17f32 cosine(s16 arg0);
18
19void nuBoot(void);
20void boot_idle(void* data);
21void boot_main(void* data);
22
23void is_debug_init(void);
24void is_debug_panic(const char* message);
25
26f32 signF(f32 val);
27
28s32 func_8002ACDC(void);
29void load_obfuscation_shims(void);
30
31void* heap_malloc(s32 size);
32void* _heap_malloc(HeapNode* head, u32 size);
33void* _heap_malloc_tail(HeapNode* head, u32 size);
34u32 _heap_free(HeapNode* heapNodeList, void* addrToFree);
35void* _heap_realloc(HeapNode* heapNodeList, void* addr, u32 newSize);
36HeapNode* _heap_create(HeapNode* addr, u32 size);
37u32 dma_copy(Addr romStart, Addr romEnd, void* vramDest);
38f32 rand_float(void);
39void copy_matrix(Matrix4f src, Matrix4f dest);
40
41Shadow* get_shadow_by_index(s32 index);
42s32 get_time_freeze_mode(void);
43void render_player_model(void);
44s32 is_picking_up_item(void);
45
46f32 integrate_gravity(void);
47void gravity_use_fall_parms(void);
48f32 get_clamped_angle_diff(f32, f32);
49b32 startup_fade_screen_in(s16 subtractAlpha);
50b32 startup_fade_screen_out(s16 addAlpha);
52
53u32 get_entity_type(s32 arg0);
54Entity* get_entity_by_index(s32 index);
55s32 create_entity(EntityBlueprint* bp, ...);
56void entity_shattering_idle(Entity* entity);
57void show_damage_fx(Actor* actor, f32 x, f32 y, f32 z, s32 damage);
58
60b32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*);
61
62void step_game_loop(void);
63s32 resume_all_group(s32 groupFlags);
64f32 length2D(f32 x, f32 y);
65void player_input_to_move_vector(f32* angle, f32* magnitude);
66void game_input_to_move_vector(f32* x, f32* y);
67void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3);
68void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2);
69
70// returns the angle that the player is facing "toward" in world-space.
71// this will always be to the left or the right relative to the current camera position.
72// note that this is NOT the direction the player character is moving, nor the orientation of the sprite itself.
73// think of this as the direction of a hammer impact relative to the center of the player.
74f32 player_get_side_angle(void);
75
76void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style);
77
78void set_entity_model_flags(s32 idx, s32 newFlags);
79void clear_entity_model_flags(s32 idx, s32 newFlags);
82
83s32 create_mesh_animator(s16* animPos, s16* animBuffer);
84void load_mesh_animator_tree(s32 index, StaticAnimatorNode** tree);
85
86void setup_pause_menu_tab(MenuWindowBP* bpArray, s32 arraySize);
87
88s32 draw_ci_image_with_clipping(IMG_PTR raster, s32 width, s32 height, s32 fmt, s32 bitDepth, PAL_PTR palette, s16 posX,
89 s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity);
90
91void render_frame(s32 flag);
92void clear_windows(void);
93void update_window_hierarchy(s32 windowIndex, u8 arg1);
94void get_msg_properties(s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset);
95void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc);
96void decode_yay0(void* src, void* dst);
97
98s32 ai_check_player_dist(Enemy* enemy, s32 arg1, f32 arg2, f32 arg3);
99
100//pause
101void pause_init(void);
102void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld);
103void pause_cleanup(void);
104
105// file menu stuff
106void filemenu_init(s32);
107void filemenu_cleanup(void);
108void filemenu_update(void);
109s32 func_80244BC4(void);
110void filemenu_set_selected(MenuPanel* menu, s32 col, s32 row);
111void filemenu_set_cursor_alpha(s32 arg0);
112void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY);
113u8* filemenu_get_menu_message(s32 idx);
114
115void gfx_task_background(void);
116
117void update_enemy_shadows(void);
118void update_hero_shadows(void);
119
120// append gfx funcs
122void appendGfx_enemy_actor(void*);
125void appendGfx_partner_actor(void*);
128void appendGfx_player_actor(void*);
131
133
134void player_handle_floor_collider_type(s32 colliderID);
135f32 player_fall_distance(void);
136void func_800E4AD8(s32 arg0);
137f32 player_check_collision_below(f32, s32* colliderID);
139void update_damage_popups(void);
140void show_action_rating(s32, Actor*, f32, f32, f32);
142
144void* general_heap_malloc(s32 size);
145s32 general_heap_free(void* data);
146
147s32 integer_log(s32 number, u32 base);
148
149void set_battle_stage(s32);
150void load_battle(s32);
151
152void entity_Shadow_init(Shadow* entity);
153void entity_SaveBlock_idle(Entity* entity);
163void entity_SaveBlock_init(Entity* entity);
168void entity_small_switch_idle(Entity* entity);
174void entity_base_switch_init(Entity* entity);
178void entity_BlueSwitch_init(Entity* entity);
180
181s32 dispatch_damage_event_actor_0(Actor* actor, s32 damageAmount, s32 event);
182
183// Text
184MessagePrintState* msg_get_printer_for_msg(s32 msgID, s32* a1);
185s32 msg_printer_load_msg(s32 msgID, MessagePrintState* printer);
186void msg_printer_set_origin_pos(MessagePrintState* msgPrintState, s32 x, s32 y);
187
188void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ);
189
190void parent_collider_to_model(s16 colliderID, s16 modelIndex);
191void clone_model(u16 srcModelID, u16 newModelID);
192struct Model* get_model_from_list_index(s32 listIndex);
193s32 create_model_animator(s16* animPos);
194s32 get_model_list_index_from_tree_index(s32 treeIndex);
196void get_model_center_and_size(u16 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY,
197 f32* sizeZ);
200s32 player_test_lateral_overlap(s32, PlayerStatus*, f32*, f32*, f32*, f32, f32);
201Npc* peach_make_disguise_npc(s32 peachDisguise);
203
204s32 draw_box(s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity,
205 u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*fpDrawContents)(s32, s32, s32, s32, s32, s32, s32),
206 void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx);
207s32 get_msg_width(s32 msgID, u16 charset);
208
211s32 disable_player_input(void);
213void set_time_freeze_mode(s32);
214
215NODISCARD s32 get_map_IDs_by_name(const char* mapName, s16* areaID, s16* mapID);
216
218void get_map_IDs_by_name_checked(const char* mapName, s16* areaID, s16* mapID);
219
220void transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW);
221void try_player_footstep_sounds(s32 arg0);
223void phys_reset_spin_history(void);
227void phys_player_land(void);
229void phys_peach_update(void);
230void check_input_spin(void);
231
232void phys_set_player_sliding_check(b32 (*funcPtr)(void));
233void phys_set_landing_adjust_cam_check(s32 (*funcPtr)(void));
234
235b32 npc_test_move_simple_without_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
236
237void update_collider_transform(s16 colliderID);
238void get_collider_center(s32 colliderID, f32* x, f32* y, f32* z);
239
243Trigger* get_trigger_by_id(s32 triggerID);
244
245Actor* get_actor(s32 actorID);
246ActorPart* get_actor_part(Actor* actor, s32 partID);
247s32 add_coins(s32 amt);
249s32 count_power_plus(s32);
250
252
253void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2);
254
255HitID player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, f32, f32, s32*);
256HitID player_test_move_with_slipping(PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading);
257
258s32 evt_get_variable(Evt* script, Bytecode var);
259s32 evt_set_variable(Evt* script, Bytecode var, s32 value);
260f32 evt_get_float_variable(Evt* script, Bytecode var);
261f32 evt_set_float_variable(Evt* script, Bytecode var, f32 value);
262s32 evt_get_variable_index(Evt* script, s32 var);
263void set_script_timescale(Evt* script, f32 timescale);
264f32 sin_deg(f32 x);
265f32 cos_deg(f32 x);
266f32 sin_rad(f32 x);
267f32 cos_rad(f32 x);
268s32 round(f32);
269f32 atan2(f32 startX, f32 startZ, f32 endX, f32 endZ);
270f32 clamp_angle(f32 theta);
271s32 sign(s32 value);
272
274
275s32 battle_heap_create(void);
276
277s32 test_ray_zones(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
278 f32* hitDepth, f32* nx, f32* ny, f32* nz);
279s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX,
280 f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
281
299s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
300 f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
301
302void mem_clear(void* data, s32 numBytes);
303
304void startup_set_fade_screen_color(s16 color);
305void startup_set_fade_screen_alpha(s16 alpha);
306
307f32 get_xz_dist_to_player(f32, f32);
308void func_800E06C0(s32);
309void close_status_bar(void);
310Evt* func_802C39F8(Evt* parentScript, Bytecode* nextLine, s32 newState);
311Evt* start_child_script(Evt* parentScript, EvtScript* source, s32 initialState);
312Evt* restart_script(Evt* script);
314void reset_model_animators(void);
315void init_virtual_entity_list(void);
316void init_model_animators(void);
317void play_model_animation(s32, s16*);
318s32 heap_free(void* ptr);
319
320void load_battle_hit_asset(const char* hitName);
321void load_data_for_models(struct ModelNode* model, s32 romOffset, s32 size);
322void load_player_actor(void);
323
336void btl_state_update_9(void);
337void btl_state_draw_9(void);
341void btl_state_draw_end_turn(void);
342void btl_state_update_1C(void);
343void btl_state_draw_1C(void);
344void btl_state_update_victory(void);
345void btl_state_draw_victory(void);
350void btl_state_update_defend(void);
351void btl_state_draw_defend(void);
353void btl_state_draw_run_away(void);
354void btl_state_update_defeat(void);
355void btl_state_draw_defeat(void);
378
389void btl_state_update_22(void);
390void btl_state_draw_22(void);
391
395
396void btl_bonk_cleanup(void);
398void update_action_ratings(void);
399void update_health_bars(void);
400s32 btl_cam_is_moving_done(void);
403void func_80255FD8(void);
404
405void set_actor_glow_pal(Actor* actor, s32 arg1);
406
407void btl_set_popup_duration(s32 duration);
408void switch_to_partner(s32 arg0);
410
411void delete_trigger(Trigger* toDelete);
412void kill_script_by_ID(s32 id);
413void set_script_priority(Evt* script, s32 priority);
414void set_script_group(Evt* script, s32 groupFlags);
415void suspend_group_others(Evt* script, s32 groupFlags);
416void resume_group_others(Evt* script, s32 groupFlags);
417s32 suspend_all_script(s32 id);
418s32 resume_all_script(s32 id);
419
420s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z);
421s32 is_point_within_region(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ);
422
423b32 npc_raycast_down_around(s32, f32*, f32*, f32*, f32*, f32, f32);
424b32 npc_raycast_down_sides(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth);
425b32 npc_raycast_up(s32, f32*, f32*, f32*, f32*);
426HitID npc_raycast_up_corners(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw, f32 radius);
427HitID player_raycast_up_corners(PlayerStatus*, f32*, f32*, f32*, f32*, f32);
428HitID player_raycast_below_cam_relative(PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength,
429 f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ);
430b32 npc_test_move_taller_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
431b32 npc_test_move_simple_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
432s32 npc_test_move_complex_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
433
434// Partner
439void enable_partner_ai(void);
440void partner_walking_enable(Npc* partner, s32 val);
441void partner_flying_enable(Npc* partner, s32 val);
443s32 partner_is_flying(void);
444void partner_flying_update_motion(Npc* partner);
446
448
449void btl_delete_player_actor(Actor* player);
450
451s32 cancel_message(MessagePrintState* msgPrintState);
452
454
455void kill_all_scripts(void);
456s32 does_script_exist(s32 id);
457s32 does_script_exist_by_ref(Evt* script);
458Evt* start_script(EvtScript* source, s32 priority, s32 initialState);
459Evt* start_script_in_group(EvtScript* source, u8 priority, u8 initialState, u8 groupFlags);
460f32 get_player_normal_yaw(void);
461void set_standard_shadow_scale(Shadow* shadow, f32 scale);
462void set_npc_shadow_scale(Shadow* shadow, f32 height, f32 npcRadius);
463void set_npc_animation(Npc* npc, u32 animID);
464void set_peach_shadow_scale(Shadow* shadow, f32 scale);
465s32 is_block_on_ground(Entity* block);
466void set_actor_anim(s32 actorID, s32 partID, AnimID animID);
467void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate);
468void mdl_group_set_visibility(u16, s32, s32);
469void init_enter_world_shared(void);
470s16 update_enter_map_screen_overlay(s16* progress);
471s16 update_exit_map_screen_overlay(s16* progress);
474void set_screen_overlay_alpha(s32, f32);
475void get_screen_overlay_params(s32, u8* type, f32* zoom);
476void set_screen_overlay_color(s32, u8, u8, u8);
477void set_screen_overlay_center(s32, s32, s32, s32);
478s32 rand_int(s32);
479void sort_consumables(void);
480s32 is_ability_active(s32 arg0);
482f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration);
483void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta);
484
485void set_main_pan_u(s32 texPannerID, s32 value);
486void set_main_pan_v(s32 texPannerID, s32 value);
487void set_aux_pan_u(s32 texPannerID, s32 value);
488void set_aux_pan_v(s32 texPannerID, s32 value);
489
490void enable_world_fog(void);
491void set_world_fog_dist(s32 start, s32 end);
492void set_world_fog_color(s32 r, s32 g, s32 b, s32 a);
493s32 is_world_fog_enabled(void);
494void get_world_fog_color(s32* r, s32* g, s32* b, s32* a);
495void enable_entity_fog(void);
496void set_entity_fog_dist(s32 start, s32 end);
497void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a);
498
500void mdl_make_transform_group(u16 modelID);
501void enable_transform_group(u16 modelID);
502void disable_transform_group(u16 modelID);
504
505void set_tex_panner(struct Model* model, s32 texPannerID);
506void set_custom_gfx(s32 customGfxIndex, Gfx* pre, Gfx* post);
507
508s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar);
509s32 make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar);
510void set_item_entity_position(s32 itemEntityIndex, f32 x, f32 y, f32 z);
511ItemEntity* get_item_entity(s32 itemEntityIndex);
512s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar);
513void set_item_entity_flags(s32 itemEntityIndex, s32 flag);
514void clear_item_entity_flags(s32 index, s32 flags);
515
516s32 create_worker_frontUI(void (*updateFunc)(void), void (*drawFunc)(void));
517Worker* get_worker(s32 idx);
518Trigger* bind_trigger_1(EvtScript* script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority);
519
520void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height);
521
522void disable_player_shadow(void);
523void move_player(s32 duration, f32 heading, f32 speed);
524s32 enable_player_input(void);
528
529Npc* resolve_npc(Evt* script, s32 npcIdOrPtr);
530void enable_npc_blur(Npc* npc);
531void disable_npc_blur(Npc* npc);
532void enable_partner_blur(void);
533void disable_partner_blur(void);
534
535void partner_initialize_data(void);
536
537f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by);
538f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz);
539void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta);
540
541//TODO -- remove these and use audio/public.h instead
542
543enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet);
544enum AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet);
545enum AuResult bgm_set_variation(s32 playerIndex, s16 arg1);
546void bgm_quiet_max_volume(void);
547void bgm_reset_max_volume(void);
548void bgm_reset_volume(void);
549s32 bgm_init_music_players(void);
550s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume);
551void bgm_set_battle_song(s32, s32);
552void bgm_push_battle_song(void);
553s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2);
554void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha);
555s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5);
556
557#include "audio/public.h"
558
559void basic_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
560 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
561void basic_hidden_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
562 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
563
565void create_home_target_list(Actor* actor);
566
567void set_actor_yaw(s32 actorID, s32 yaw);
568void set_part_yaw(s32 actorID, s32 partID, s32 value);
569
570void add_part_decoration(ActorPart* part, s32 decorationIndex, s32 decorationType);
571void add_actor_decoration(Actor* actor, s32 decorationIndex, s32 decorationType);
572void remove_part_decoration(ActorPart* part, s32 decorationIndex);
573void remove_actor_decoration(Actor* actor, s32 decorationIndex);
574
575s32 player_team_is_ability_active(Actor* actor, s32 ability);
576
577void create_part_shadow(s32 actorID, s32 partID);
578void remove_part_shadow(s32 actorID, s32 partID);
580
581void spawn_drops(Enemy* enemy);
582
584char* int_to_string(s32, char*, s32);
585
586Evt* get_script_by_index(s32 index);
587Evt* get_script_by_id(s32 id);
589
590s32 get_lava_reset_pos(f32* x, f32* y, f32* z);
591void start_rumble(s32, s32);
592void update_locomotion_state(void);
593void start_rumble_type(u32);
594void start_falling(void);
595void start_bounce_a(void);
596void start_bounce_b(void);
597
598void update_input(void);
601void update_workers(void);
602void update_triggers(void);
603void update_scripts(void);
604void update_messages(void);
605void update_entities(void);
606void func_80138198(void);
608s32 func_8014AD40(void);
609void update_ambient_sounds(void);
610void update_windows(void);
612void func_802C3EE4(void);
614void render_workers_backUI(void);
615void render_effects_UI(void);
616void render_window_root(void);
617void render_messages(void);
618void render_workers_frontUI(void);
620void render_curtains(void);
621void fio_init_flash(void);
622void func_80028838(void);
623void clear_screen_overlays(void);
625void reset_ambient_sounds(void);
626void poll_rumble(void);
627void bgm_pop_song(void);
628void bgm_push_song(s32 songID, s32 variation);
629void bgm_pop_battle_song(void);
630s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime);
633s32 add_star_points(s32 amt);
634s32 add_star_pieces(s32 amt);
635s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags);
636
637void set_action_state(s32 actionState);
638s32 get_collider_flags(s32 colliderID);
641void subtract_hp(s32 amt);
642void draw_status_ui(void);
643void open_status_bar_slowly(void);
644
645void suspend_all_group(s32 groupFlags);
646void kill_script(Evt* instanceToKill);
647void exec_entity_commandlist(Entity* entity);
648
649void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
650void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
651
652void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32);
653void add_xz_vec3f(Vec3f* vector, f32 speed, f32 angleDeg);
654void add_xz_vec3f_copy1(Vec3f* vector, f32 speed, f32 angleDeg);
655void add_xz_vec3f_copy2(Vec3f* vector, f32 speed, f32 angleDeg);
656void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg);
657
658void draw_prev_frame_buffer_at_screen_pos(s32, s32, s32, s32, f32);
659void func_8013A4D0(void);
660
661void btl_draw_ui(void);
663
665void btl_cam_set_target_pos(f32, f32, f32);
666void btl_cam_unfreeze(void);
667
668void deduct_current_move_fp(void);
669void load_partner_actor(void);
670void dispatch_event_partner(s32);
671void dispatch_event_player(s32);
675void btl_show_battle_message(s32 messageIndex, s32 duration);
676void btl_update_ko_status(void);
677void reset_actor_turn_info(void);
678void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
679void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
680void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7);
684void btl_delete_actor(Actor* actor);
685void create_status_debuff(s32, s32);
686void create_status_static(s32, s32);
687void create_status_transparent(s32, s32);
689void remove_status_debuff(s32);
696void remove_status_static(s32);
699s32 create_status_icon_set(void);
700s32 find_item(s32);
701
702void enable_background_wave(void);
703
705void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType);
706
707// State funcs
708void state_init_startup(void);
709void state_step_startup(void);
710void state_drawUI_startup(void);
711void state_init_logos(void);
712void state_step_logos(void);
713void state_drawUI_logos(void);
714void state_init_title_screen(void);
715void state_step_title_screen(void);
717void state_init_enter_demo(void);
718void state_step_enter_world(void);
719void state_init_change_map(void);
720void state_step_change_map(void);
721void state_drawUI_change_map(void);
722void state_init_game_over(void);
723void state_step_game_over(void);
724void state_drawUI_game_over(void);
725void state_init_enter_world(void);
726void state_drawUI_enter_world(void);
727void state_init_world(void);
728void state_step_world(void);
729void state_drawUI_world(void);
730void state_init_battle(void);
731void state_step_battle(void);
732void state_drawUI_battle(void);
733void state_init_end_battle(void);
734void state_step_end_battle(void);
735void state_drawUI_end_battle(void);
736void state_init_pause(void);
737void state_step_pause(void);
738void state_drawUI_pause(void);
739void state_init_unpause(void);
740void state_step_unpause(void);
741void state_drawUI_unpause(void);
742void state_init_file_select(void);
743void state_step_file_select(void);
744void state_drawUI_file_select(void);
748void state_init_intro(void);
749void state_step_intro(void);
750void state_drawUI_intro(void);
751void state_init_demo(void);
752void state_step_demo(void);
753void state_drawUI_demo(void);
754
756
761void appendGfx_ispy_icon(void);
762void interact_inspect_setup(void);
763void interact_speech_setup(void);
765void appendGfx_speech_bubble(void);
767void ispy_notification_setup(void);
768
769void initialize_curtains(void);
770void update_curtains(void);
771// render_curtains
772void set_curtain_scale_goal(f32 scale);
773void set_curtain_scale(f32 scale);
775void set_curtain_fade_goal(f32 fade);
776void set_curtain_fade(f32 fade);
777
778void crash_screen_init(void);
779void crash_screen_set_draw_info(u16* frameBufPtr, s16 width, s16 height);
780
781void basic_ai_wander_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
782void basic_ai_wander(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
783void basic_ai_loiter(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
784void basic_ai_found_player_jump_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
785void basic_ai_found_player_jump(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
786void basic_ai_chase_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
787void basic_ai_chase(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
788void basic_ai_lose_player(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
789void basic_ai_suspend(Evt* script);
790
791b32 is_point_outside_territory(s32 shape, f32 centerX, f32 centerZ, f32 pointX, f32 pointZ, f32 sizeX, f32 sizeZ);
792
793// This legally allows all functions to be pointers without warnings.
794// Perhaps the void arg functions can be changed later to remove this need.
795typedef union {
796 void (*func1)(Evt*, s32);
797 void (*func2)(void);
799
801
802void init_entity_models(void);
803f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z);
804void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32);
806void imgfx_update_cache(void);
808void free_worker(s32);
809
810s32 ai_check_fwd_collisions(Npc* npc, f32 arg1, f32* arg2, f32* arg3, f32* arg4, f32* arg5);
811void basic_ai_loiter_init(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
812void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
813
815void set_part_glow_pal(ActorPart*, s32);
817void set_actor_flash_mode(Actor* actor, s32 arg1);
818void remove_player_buffs(s32);
820
821void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta);
822
823void load_font(s32 font);
824#if VERSION_IQUE
825void load_font_data(Addr offset, u32 size, void* dest);
826#else
827void load_font_data(Addr offset, u16 size, void* dest);
828#endif
829
830void* load_asset_by_name(const char* assetName, u32* decompressedSize);
831
832Gfx* mdl_get_copied_gfx(s32 copyIndex);
833void mdl_get_copied_vertices(s32 copyIndex, Vtx** firstVertex, Vtx** copiedVertices, s32* numCopied);
834void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex);
835s32 is_point_visible(f32 x, f32 y, f32 z, s32 depthQueryID, f32* screenX, f32* screenY);
836void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z);
838s32 cancel_current_message(void);
839void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style);
840void mdl_get_shroud_tint_params(u8* r, u8* g, u8* b, u8* a);
841
842s32 entity_base_block_idle(Entity* entity);
843void add_star_power(s32 amt);
844
846void entity_base_block_init(Entity* entity);
847s32 entity_start_script(Entity* entity);
848void init_item_entity_list(void);
849void init_script_list(void);
850void init_entity_data(void);
851void init_trigger_list(void);
852void partner_init_after_battle(s32 arg0);
853void load_map_script_lib(void);
854void remove_item_entity_by_index(s32 index);
855void set_entity_commandlist(Entity* entity, s32* entityScript);
856s32 is_player_dismounted(void);
857void func_800EF300(void);
858void func_800EF314(void);
859void func_800EF43C(void);
860void func_800EF3E4(void);
861void enable_player_shadow(void);
862s32 get_msg_lines(s32 messageID);
863void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void* drawContents, void* drawContentsArg, s8 parent);
864void set_window_update(s32 panelID, s32);
865void set_windows_visible(s32 groupIdx);
866
867void partner_disable_input(void);
868void partner_set_goal_pos(s32 x, s32 z);
869void close_message(MessagePrintState* msgPrintState);
872void show_foreground_models(void);
873void hide_foreground_models(void);
874void btl_set_state(s32 battleState);
875void draw_entity_model_A(s32, Mtx*);
876void draw_entity_model_B(s32, Mtx*, s32, Vec3s*);
877void draw_entity_model_C(s32, Mtx*);
878void draw_entity_model_D(s32, Mtx*, s32, Vec3s*);
879void draw_entity_model_E(s32, Mtx*);
880void free_entity_model_by_index(s32 idx);
881void btl_cam_use_preset(s32);
882void btl_cam_set_params(b16, s16, s16, s16, s32, s32, s32);
883void btl_cam_set_zoffset(s16);
884void btl_cam_target_actor(s32);
885void btl_cam_set_zoom(s16);
886void btl_cam_move(s16);
887void btl_cam_disable_clamp_x(void);
888
889void initialize_battle(void);
890
891void dispatch_event_actor(Actor*, s32);
892s32 dispatch_damage_event_actor_1(Actor* actor, s32 damageAmount, s32 event);
893
894void reset_battle_status(void);
895void btl_show_variable_battle_message(s32, s32, s32);
896s32 btl_is_popup_displayed(void);
898s32 inflict_status(Actor*, s32, s32);
899s32 try_inflict_status(Actor*, s32, s32);
900s32 inflict_status_set_duration(Actor* actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration);
901void mdl_set_all_tint_type(s32);
903
904s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration);
905s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags);
906
907void btl_popup_messages_init(void);
908
909void remove_all_effects(void);
910void update_effects(void);
911void update_cameras(void);
912void clear_render_tasks(void);
913void clear_worker_list(void);
914void clear_printers(void);
915void clear_item_entity_data(void);
916void clear_player_data(void);
917
918void phys_update_jump(void);
919void phys_update_falling(void);
920void check_input_midair_jump(void);
922
923void update_player_input(void);
924void phys_update_action_state(void);
925void collision_main_lateral(void);
926void player_surface_spawn_fx(void);
927void check_input_open_menus(void);
928void check_input_status_bar(void);
929
930void update_player(void);
931
932void enforce_hpfp_limits(void);
934void show_coin_counter(void);
936void hide_popup_menu(void);
937void destroy_popup_menu(void);
938void reset_player_status(void);
939void player_reset_data(void);
940void partner_reset_data(void);
942s32 func_800E06D8(void);
943void func_800E01DC(void);
944void collision_lateral_peach(void);
945void func_800E5520(void);
946void clear_world_menus(void);
948void enable_status_bar_input(void);
949void disable_status_bar_input(void);
954void func_800F0CB0(s32, f32, f32, f32);
955void func_800F0D5C(void);
956void func_800F0D80(void);
957void func_800F102C(void);
958
959
960void shop_open_item_select_popup(s32 mode);
961void hide_coin_counter(void);
962void set_message_text_var(s32 msgID, s32 index);
963void set_message_int_var(s32 value, s32 index);
964void open_status_bar_quickly(void);
965void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32);
966void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a);
967s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
972void part_glow_off(s32, ActorPart*, s32 yaw, b32 arg3);
973void part_flash_off(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection);
974void part_flash_on(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection);
976void _remove_part_decoration(ActorPart* part, s32 decorationIndex);
990void imgfx_release_instance(u32);
991
992void set_script_flags(Evt* script, s32 flags);
993void clear_script_flags(Evt* script, s32 flags);
994
995void disable_player_blur(void);
996void enable_player_blur(void);
997void reset_player_blur(void);
1000
1001void func_8023E104(void);
1002void func_8023E11C(void);
1003
1004void set_goal_pos_to_part(ActorState* state, s32 actorID, s32 partID);
1005
1006void init_encounters_ui(void);
1007void initialize_collision(void);
1008void render_entities(void);
1009void render_player(void);
1010void render_workers_world(void);
1011void render_effects_world(void);
1012s32 get_asset_offset(char*, s32*);
1013void initialize_status_bar(void);
1015s32 is_status_bar_visible(void);
1023void status_bar_start_blinking_sp_bars(s32 numBarsToBlink);
1024void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits);
1025void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32);
1026void set_background_size(s16, s16, s16, s16);
1028void set_max_star_power(s8);
1029void sync_status_bar(void);
1030void create_cameras(void);
1031void func_80045AC0(void);
1032void func_8005AF84(void);
1033void npc_follow_init(Npc*, s32, FollowAnims*, f32, f32, s32, s32);
1035void npc_follow_npc(Npc*);
1036void create_encounters(void);
1037void update_encounters_neutral(void);
1041void load_map_bg(char* optAssetName);
1042void reset_background_settings(void);
1043void func_80138188(void);
1044void func_80266970(Actor*);
1049void load_tattle_flags(s32);
1050s32 use_consumable(s32 invSlot);
1051void remove_consumable(void);
1052void delete_shadow(s32);
1054void save_tattle_flags(s32);
1055void update_merlee_messages(void);
1056void draw_merlee_messages(void);
1057void show_merlee_message(s16, s16);
1058s32 is_merlee_message_done(void);
1063void draw_encounters_neutral(void);
1064void show_first_strike_message(void);
1066s32 lookup_defense(s32*, s32);
1067s32 lookup_status_chance(s32*, s32);
1069void peach_sync_disguise_npc(void);
1071
1072void clear_player_status(void);
1073void clear_entity_models(void);
1074void bind_entity_model_setupGfx(s32 idx, void* setupGfxCallbackArg0, void (*fpSetupGfxCallback)(void*));
1075void clear_animator_list(void);
1076void clear_model_data(void);
1077void init_sprite_shading_data(void);
1078void clear_sprite_shading_data(void);
1079void clear_character_set(void);
1080void clear_trigger_data(void);
1081void clear_script_list(void);
1083void clear_effect_data(void);
1084
1085void clear_saved_variables(void);
1086void clear_area_flags(void);
1087
1088f32 get_player_normal_pitch(void);
1090void func_800EF3D4(s32);
1091
1093void mdl_group_set_custom_gfx(u16, s32, s32, b32);
1094
1095void backup_map_collision_data(void);
1096void reset_status_bar(void);
1097void btl_save_world_cameras(void);
1098void load_battle_section(void);
1099void btl_update(void);
1100void update_item_entities(void);
1102void mdl_load_all_textures(struct ModelNode* model, s32 romOffset, s32 size);
1103void mdl_calculate_model_sizes(void);
1104
1105#ifdef _LANGUAGE_C_PLUS_PLUS
1106}
1107#endif
1108
1109#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:5116
AuResult
Definition enums.h:1755
s32 Bytecode
Definition evt.h:7
void create_encounters(void)
Definition encounter.c:2461
void btl_state_draw_switch_to_partner(void)
s32 sign(s32 value)
Definition 43F0.c:376
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:2322
b32 can_control_status_bar(void)
Definition inventory.c:1481
void update_encounters_conversation(void)
Definition encounter.c:2263
s32 create_worker_world(WorldArgs, WorldArgs)
void state_init_startup(void)
void clear_item_entity_data(void)
void reset_player_status(void)
Definition 7B440.c:58
void boot_main(void *data)
Definition main.c:52
Gfx * mdl_get_copied_gfx(s32 copyIndex)
Definition model.c:4086
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:255
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:1348
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:805
s32 evt_get_variable_index(Evt *script, s32 var)
Definition evt.c:1761
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:3621
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.c:137
void gfx_task_background(void)
Definition main_loop.c:169
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:1690
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:54
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:656
void entity_HugeBlueSwitch_idle(Entity *entity)
Definition Switch.c:86
void update_encounters_neutral(void)
Definition encounter.c:481
void enable_transform_group(u16 modelID)
Definition model.c:3587
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:823
Trigger * get_trigger_by_id(s32 triggerID)
Definition trigger.c:276
s32 is_ability_active(s32 arg0)
Definition inventory.c:1725
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:333
f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration)
Definition 43F0.c:735
f32 fabsf(f32 f)
b32 is_point_outside_territory(s32 shape, f32 centerX, f32 centerZ, f32 pointX, f32 pointZ, f32 sizeX, f32 sizeZ)
Definition 23680.c:412
void peach_set_disguise_anim(AnimID)
Definition 7E9D0.c:506
s32 is_player_dismounted(void)
Definition 77480.c:827
void status_bar_start_blinking_hp(void)
Definition inventory.c:1530
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:3397
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:1088
void msg_printer_set_origin_pos(MessagePrintState *msgPrintState, s32 x, s32 y)
Definition msg.c:1489
s32 add_star_pieces(s32 amt)
Definition inventory.c:2104
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:1159
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:247
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
void load_battle_section(void)
Definition battle.c:111
void kill_script(Evt *instanceToKill)
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
Definition cam_main.c:410
void bgm_pop_song(void)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
Definition 7B440.c:140
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 filemenu_init(s32)
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:3637
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:1507
f32 integrate_gravity(void)
Definition 7BB60.c:436
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void status_bar_ignore_changes(void)
Definition inventory.c:1497
void func_800F0CB0(s32, f32, f32, f32)
void set_screen_overlay_alpha(s32, f32)
void set_max_star_power(s8)
Definition inventory.c:2129
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:1671
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:1461
s32 func_8014AD40(void)
void clear_render_tasks(void)
Definition model.c:4536
void enable_status_bar_input(void)
Definition inventory.c:1472
void status_bar_start_blinking_fp(void)
Definition inventory.c:1553
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:251
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:193
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:1563
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:893
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:568
s32 has_valid_conversation_npc(void)
Definition 77480.c:1111
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:1619
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:369
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:20
void btl_cam_use_preset_immediately(s32)
Definition camera.c:1912
void suggest_player_anim_always_forward(AnimID anim)
Definition 77480.c:913
s32 btl_check_player_defeated(void)
Definition 190B20.c:661
void mdl_reset_transform_flags(void)
Definition model.c:3756
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:404
f32 length2D(f32 x, f32 y)
Definition 43F0.c:59
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:1646
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:316
void set_world_fog_color(s32 r, s32 g, s32 b, s32 a)
Definition model.c:3789
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:1385
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
Definition evt.c:1977
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:103
s32 round(f32)
Definition 43F0.c:572
void entity_SaveBlock_save_data(void)
Definition SaveBlock.c:99
s32 imgfx_appendGfx_component(s32, ImgFXTexture *, u32, Matrix4f)
Definition imgfx.c:704
void sync_status_bar(void)
Definition inventory.c:1660
void render_effects_world(void)
Definition effects.c:112
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:1016
void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha)
s32 disable_player_input(void)
Definition 77480.c:990
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:2815
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:3319
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:1543
void open_status_bar_quickly(void)
Definition inventory.c:1430
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:1568
void btl_update_ko_status(void)
Definition 190B20.c:2869
void remove_status_static(s32)
void update_effects(void)
Definition effects.c:56
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
f32 player_check_collision_below(f32, s32 *colliderID)
Definition 7BB60.c:470
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:677
void appendGfx_pulse_stone_icon(void)
Definition pulse_stone.c:82
void clear_actor_static_pal_adjustments(Actor *)
Definition 190B20.c:2624
s32 imgfx_get_free_instances(s32)
Definition imgfx.c:338
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:354
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:444
void enable_npc_blur(Npc *npc)
Definition npc.c:1067
void entity_BlueSwitch_init(Entity *entity)
Definition Switch.c:457
void appendGfx_player_actor_blur(Actor *)
void func_800F102C(void)
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:972
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
Definition evt.c:1847
void set_screen_overlay_params_front(u8, f32)
void startup_fade_screen_update(void)
f32 cos_rad(f32 x)
Definition 43F0.c:717
void close_status_bar(void)
Definition inventory.c:1440
void close_action_command_instruction_popup(void)
void load_map_bg(char *optAssetName)
Definition background.c:14
f32 signF(f32 val)
Definition 43F0.c:557
s32 get_asset_offset(char *, s32 *)
Definition world.c:273
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 npc_follow_init(Npc *, s32, FollowAnims *, f32, f32, s32, s32)
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:4521
void func_80028838(void)
Definition input.c:23
s32 is_world_fog_enabled(void)
Definition model.c:3796
void remove_all_effects(void)
Definition effects.c:274
void phys_set_player_sliding_check(b32(*funcPtr)(void))
Definition 7BB60.c:846
void btl_state_draw_defend(void)
void remove_status_transparent(s32)
void status_bar_stop_blinking_sp(void)
Definition inventory.c:1609
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:998
void func_800E06C0(s32)
Definition 77480.c:1160
void move_player(s32 duration, f32 heading, f32 speed)
Definition 7BB60.c:57
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:670
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:839
void update_encounters_pre_battle(void)
Definition encounter.c:1261
void update_collider_transform(s16 colliderID)
Definition collision.c:391
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:618
f32 player_get_side_angle(void)
Definition 7BB60.c:1178
void initialize_collision(void)
Definition collision.c:111
s32 player_test_lateral_overlap(s32, PlayerStatus *, f32 *, f32 *, f32 *, f32, f32)
Definition 77480.c:370
void btl_set_player_idle_anims(void)
enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
void bgm_reset_volume(void)
void load_obfuscation_shims(void)
struct Model * get_model_from_list_index(s32 listIndex)
Definition model.c:3315
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:3604
void state_init_unpause(void)
void phys_main_collision_below(void)
Definition 7BB60.c:863
void * _heap_malloc(HeapNode *head, u32 size)
Definition 43F0.c:78
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:813
f32 rand_float(void)
Definition 43F0.c:504
void render_workers_world(void)
Definition worker.c:137
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:302
void func_800E01DC(void)
Definition 77480.c:1008
void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z)
void player_reset_data(void)
Definition 77480.c:811
void bgm_pop_battle_song(void)
void reset_battle_status(void)
Definition battle.c:99
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:19
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:1057
void state_init_logos(void)
Definition state_logos.c:66
void clear_player_status(void)
Definition 77480.c:807
void mdl_make_transform_group(u16 modelID)
Definition model.c:3514
void pulse_stone_notification_setup(void)
Definition pulse_stone.c:71
void enable_player_shadow(void)
Definition 77480.c:964
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:1637
void btl_state_draw_celebration(void)
Definition level_up.c:1274
s32 evt_trigger_on_activate_exec_script(Trigger *trigger)
Definition evt.c:982
void remove_status_icon_boost_jump(s32)
s32 is_partner_ability_active(s32)
Definition inventory.c:2061
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:37
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:2818
HeapNode * general_heap_create(void)
Definition heap.c:6
void player_handle_floor_collider_type(s32 colliderID)
Definition 7BB60.c:326
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:2086
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 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:720
void set_custom_gfx(s32 customGfxIndex, Gfx *pre, Gfx *post)
Definition model.c:3844
void filemenu_update(void)
void player_render_interact_prompts(void)
Definition 77480.c:1028
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:162
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:1476
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:258
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:3418
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:1127
void free_worker(s32)
Definition worker.c:176
MessagePrintState * msg_get_printer_for_msg(s32 msgID, s32 *a1)
Definition msg.c:1424
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:1495
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:228
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:1628
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:53
void draw_encounters_pre_battle(void)
Definition encounter.c:1487
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 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:22
void resume_group_others(Evt *script, s32 groupFlags)
void enable_world_fog(void)
Definition model.c:3776
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:1566
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:255
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:563
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:153
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:1598
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 func_800F0D80(void)
void suggest_player_anim_allow_backward(AnimID anim)
Definition 77480.c:894
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:286
void set_aux_pan_v(s32 texPannerID, s32 value)
Definition model.c:3828
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:1164
void func_800EF43C(void)
Definition partners.c:2430
u32 _heap_free(HeapNode *heapNodeList, void *addrToFree)
Definition 43F0.c:221
void copy_matrix(Matrix4f src, Matrix4f dest)
Definition 43F0.c:439
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:3784
void appendGfx_partner_actor_blur(void *)
void set_message_int_var(s32 value, s32 index)
Definition msg.c:1550
void appendGfx_partner_actor_reflection(void *)
void filemenu_set_cursor_alpha(s32 arg0)
void subtract_hp(s32 amt)
Definition inventory.c:2192
void shim_battle_heap_create_obfuscated(void)
void status_bar_always_show_off(void)
Definition inventory.c:1522
void set_main_pan_u(s32 texPannerID, s32 value)
Definition model.c:3816
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:35
void btl_state_update_begin_turn(void)
void collision_main_lateral(void)
Definition 7BB60.c:494
Trigger * create_trigger(TriggerBlueprint *def)
Definition trigger.c:55
void set_message_text_var(s32 msgID, s32 index)
Definition msg.c:1520
void draw_merlee_messages(void)
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)
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:1176
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:49
void load_map_script_lib(void)
Definition world.c:49
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:496
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:386
void draw_encounters_conversation(void)
Definition encounter.c:2319
void get_msg_properties(s32 msgID, s32 *height, s32 *width, s32 *maxLineChars, s32 *numLines, s32 *maxLinesPerPage, s32 *arg6, u16 charset)
Definition msg.c:1671
void bind_entity_model_setupGfx(s32 idx, void *setupGfxCallbackArg0, void(*fpSetupGfxCallback)(void *))
void collision_lava_reset_check_additional_overlaps(void)
Definition 7BB60.c:990
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:267
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:91
void render_window_root(void)
Definition windows.c:347
void hide_coin_counter_immediately(void)
Definition inventory.c:1393
s32 dispatch_damage_event_actor_0(Actor *actor, s32 damageAmount, s32 event)
Definition 1A5830.c:889
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:3824
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:183
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:1105
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 *)
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:1258
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.c:129
void set_tex_panner(struct Model *model, s32 texPannerID)
Definition model.c:3812
void load_player_actor(void)
Definition 190B20.c:1208
f32 evt_get_float_variable(Evt *script, Bytecode var)
Definition evt.c:1930
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:1111
void get_world_fog_color(s32 *r, s32 *g, s32 *b, s32 *a)
Definition model.c:3805
void btl_save_world_cameras(void)
Definition 16C8E0.c:1070
f32 sin_rad(f32 x)
Definition 43F0.c:713
void delete_trigger(Trigger *toDelete)
Definition trigger.c:239
s32 get_time_freeze_mode(void)
Definition main_loop.c:390
void set_part_pal_adjustment(ActorPart *, s32)
Definition 190B20.c:2595
f32 get_player_normal_pitch(void)
Definition 43F0.c:662
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:358
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:3695
void enforce_hpfp_limits(void)
Definition inventory.c:457
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 func_800F0D5C(void)
void render_player(void)
Definition 77480.c:1489
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:3820
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:980
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:487
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:199
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:706
void set_message_images(MessageImageData *images)
Definition msg.c:1516
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:63
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:2253
void partner_reset_tether_distance(void)
Definition partners.c:2405
s32 is_status_bar_visible(void)
Definition inventory.c:1526
void btl_state_update_end_partner_turn(void)
void phys_init_integrator_for_current_state(void)
Definition 7BB60.c:272
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:2065
void btl_state_draw_end_training_battle(void)
char * int_to_string(s32, char *, s32)
Definition 43F0.c:386
s32 func_80244BC4(void)
void update_player(void)
Definition 77480.c:625
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:4077
f32 get_xz_dist_to_player(f32, f32)
Definition 77480.c:960
void open_status_bar_slowly(void)
Definition inventory.c:1420
void initialize_status_bar(void)
Definition inventory.c:477
f32 player_fall_distance(void)
Definition 7BB60.c:461
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:685
void btl_state_draw_defeat(void)
s32 msg_printer_load_msg(s32 msgID, MessagePrintState *printer)
Definition msg.c:1474
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:1101
void btl_restore_world_cameras(void)
Definition 16C8E0.c:1086
void btl_state_update_player_move(void)
void func_800E4AD8(s32 arg0)
Definition 7BB60.c:978
void btl_state_draw_change_partner(void)
struct ModelTransformGroup * get_transform_group(s32 index)
Definition model.c:3453
void btl_state_draw_enemy_striking_first(void)
void btl_state_draw_first_stike(void)
void state_init_world(void)
Definition state_world.c:10
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)
s32 ai_check_fwd_collisions(Npc *npc, f32 arg1, f32 *arg2, f32 *arg3, f32 *arg4, f32 *arg5)
Definition 25AF0.c:22
f32 get_clamped_angle_diff(f32, f32)
Definition 43F0.c:606
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:968
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:136
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 *)
Evt * restart_script(Evt *script)
void * mdl_get_next_texture_address(s32)
Definition model.c:4509
void update_messages(void)
Definition msg.c:247
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:658
void state_drawUI_file_select(void)
void fio_init_flash(void)
Definition fio.c:232
void check_input_midair_jump(void)
Definition 7BB60.c:1079
s32 is_point_within_region(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ)
void entity_upgrade_block_hide_content(s32)
Definition SuperBlock.c:40
b32 can_trigger_loading_zone(void)
Definition 7BB60.c:22
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
Definition msg.c:2223
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:1508
void status_bar_always_show_on(void)
Definition inventory.c:1518
void get_model_center_and_size(u16 modelID, f32 *centerX, f32 *centerY, f32 *centerZ, f32 *sizeX, f32 *sizeY, f32 *sizeZ)
Definition model.c:3433
void remove_status_chill_out(s32)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
Definition cam_main.c:373
void remove_part_decor_golden_flames(ActorPart *, s32)
void ispy_notification_setup(void)
Definition i_spy.c:91
void npc_follow_npc(Npc *)
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:1654
void draw_status_ui(void)
Definition inventory.c:1411
Evt * func_802C39F8(Evt *parentScript, Bytecode *nextLine, s32 newState)
s32 get_msg_lines(s32 messageID)
Definition msg.c:1979
void status_bar_start_blinking_sp_bars(s32 numBarsToBlink)
Definition inventory.c:1618
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:2134
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:68
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 TRANSPARENT_UNION
Definition macros.h:8
#define NODISCARD
Definition macros.h:530
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
Definition types.h:16
#define UNK_FUN_PTR(name)
Definition types.h:10