8#include "stdlib/stdarg.h"
9#include "libc/xstdio.h"
11#ifdef _LANGUAGE_C_PLUS_PLUS
76void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style);
89 s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity);
94void get_msg_properties(s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset);
188void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ);
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);
220void transform_point(
Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW);
269f32
atan2(f32 startX, f32 startZ, f32 endX, f32 endZ);
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);
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);
429 f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ);
482f32
update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration);
483void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta);
508s32
make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar);
523void move_player(s32 duration, f32 heading, f32 speed);
537f32
dist2D(f32 ax, f32 ay, f32 bx, f32 by);
538f32
dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz);
550s32
bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume);
555s32
func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5);
560 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
562 f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
680void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7);
821void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta);
835s32
is_point_visible(f32 x, f32 y, f32 z, s32 depthQueryID, f32* screenX, f32* screenY);
839void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style);
863void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8,
void* drawContents,
void* drawContentsArg, s8 parent);
1105#ifdef _LANGUAGE_C_PLUS_PLUS
#define general_heap_malloc
#define queue_render_task
#define npc_raycast_down_sides
#define mdl_draw_hidden_panel_surface
#define draw_prev_frame_buffer_at_screen_pos
#define mdl_get_shroud_tint_params
void create_encounters(void)
void btl_state_draw_switch_to_partner(void)
void btl_state_update_end_battle(void)
void clear_script_list(void)
void enable_entity_fog(void)
void btl_show_variable_battle_message(s32, s32, s32)
void btl_set_popup_duration(s32 duration)
void start_rumble(s32, s32)
void entity_base_switch_animate_scale(Entity *entity)
s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2)
void load_partner_actor(void)
b32 check_conversation_trigger(void)
b32 can_control_status_bar(void)
void update_encounters_conversation(void)
s32 create_worker_world(WorldArgs, WorldArgs)
void state_init_startup(void)
void clear_item_entity_data(void)
void reset_player_status(void)
void boot_main(void *data)
Gfx * mdl_get_copied_gfx(s32 copyIndex)
Worker * get_worker(s32 idx)
void disable_partner_blur(void)
void create_status_debuff(s32, s32)
void create_cameras(void)
b32 entity_raycast_down(f32 *, f32 *, f32 *, f32 *, f32 *, f32 *)
Mostly used for shadows.
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a)
void show_coin_counter(void)
void init_model_animators(void)
void remove_part_decor_seeing_stars(ActorPart *, s32)
void remove_status_icon_boost_partner(s32)
void btl_state_draw_twink_menu(void)
Entity * get_entity_by_index(s32 index)
void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
s32 evt_get_variable_index(Evt *script, s32 var)
void play_model_animation(s32, s16 *)
void enable_actor_blur(Actor *)
s32 does_script_exist_by_ref(Evt *script)
void phys_reset_spin_history(void)
void clone_model(u16 srcModelID, u16 newModelID)
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)
void gfx_task_background(void)
void render_workers_frontUI(void)
void clear_animator_list(void)
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)
void remove_status_icon_surprise(s32)
void state_step_end_battle(void)
void update_ambient_sounds(void)
s32 btl_are_all_enemies_defeated(void)
s32 evt_get_variable(Evt *script, Bytecode var)
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)
void btl_state_update_end_turn(void)
void step_game_loop(void)
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)
void entity_HugeBlueSwitch_idle(Entity *entity)
void update_encounters_neutral(void)
void enable_transform_group(u16 modelID)
void state_step_exit_file_select(void)
void hide_foreground_models(void)
void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
Trigger * get_trigger_by_id(s32 triggerID)
s32 is_ability_active(s32 arg0)
s32 player_team_is_ability_active(Actor *actor, s32 ability)
void entity_SaveBlock_wait_for_close_tutorial(Entity *entity)
void btl_state_update_partner_menu(void)
void suspend_group_others(Evt *script, s32 groupFlags)
void remove_actor_decoration(Actor *actor, s32 decorationIndex)
void imgfx_update_cache(void)
f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration)
b32 is_point_outside_territory(s32 shape, f32 centerX, f32 centerZ, f32 pointX, f32 pointZ, f32 sizeX, f32 sizeZ)
void peach_set_disguise_anim(AnimID)
s32 is_player_dismounted(void)
void status_bar_start_blinking_hp(void)
void btl_state_update_prepare_menu(void)
void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3)
void update_hero_shadows(void)
s32 get_model_list_index_from_tree_index(s32 treeIndex)
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)
void set_npc_animation(Npc *npc, u32 animID)
void basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
s32 is_merlee_message_done(void)
void clear_saved_variables(void)
void kill_all_scripts(void)
void disable_npc_blur(Npc *npc)
void msg_printer_set_origin_pos(MessagePrintState *msgPrintState, s32 x, s32 y)
s32 add_star_pieces(s32 amt)
void clear_world_menus(void)
void remove_status_icon_boost_hammer(s32)
s32 phys_can_player_interact(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.
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
void load_battle_section(void)
void kill_script(Evt *instanceToKill)
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
void state_drawUI_unpause(void)
void render_entities(void)
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)
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)
void phys_update_action_state(void)
void basic_ai_lose_player(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void draw_entity_model_A(s32, Mtx *)
void set_standard_shadow_scale(Shadow *shadow, f32 scale)
void mdl_group_set_visibility(u16, s32, s32)
void update_locomotion_state(void)
void remove_part_decor_smoky_trail(ActorPart *, s32)
s32 get_lava_reset_pos(f32 *x, f32 *y, f32 *z)
s32 cancel_message(MessagePrintState *msgPrintState)
f32 integrate_gravity(void)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void status_bar_ignore_changes(void)
void func_800F0CB0(s32, f32, f32, f32)
void set_screen_overlay_alpha(s32, f32)
void set_max_star_power(s8)
void state_init_pause(void)
void state_init_enter_demo(void)
void initialize_curtains(void)
void set_window_update(s32 panelID, s32)
void btl_state_update_end_player_turn(void)
void reset_status_bar(void)
void init_entity_data(void)
void appendGfx_speech_bubble(void)
void remove_part_decor_radiating_stars(ActorPart *, s32)
void btl_state_update_enemy_move(void)
void setup_status_bar_for_battle(void)
void clear_render_tasks(void)
void enable_status_bar_input(void)
void status_bar_start_blinking_fp(void)
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 * load_asset_by_name(const char *assetName, u32 *decompressedSize)
void clear_model_data(void)
void entity_SaveBlock_wait_for_close_choice(Entity *entity)
void spawn_drops(Enemy *enemy)
void remove_status_debuff(s32)
void partner_disable_input(void)
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)
s16 update_enter_map_screen_overlay(s16 *progress)
void set_entity_fog_dist(s32 start, s32 end)
void show_first_strike_message(void)
void entity_base_switch_start_bound_script(Entity *entity)
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)
void set_map_transition_effect(ScreenTransition)
void reset_all_actor_sounds(Actor *)
void btl_state_draw_partner_striking_first(void)
void set_curtain_fade(f32 fade)
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
void state_step_change_map(void)
void render_messages(void)
s32 has_valid_conversation_npc(void)
void init_virtual_entity_list(void)
void btl_draw_upgrade_windows(s32)
void set_curtain_draw_callback(void(*callback)(void))
void btl_state_update_enemy_striking_first(void)
s32 count_power_plus(s32)
void remove_player_buffs(s32)
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)
void clear_trigger_data(void)
s32 npc_test_move_complex_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void init_trigger_list(void)
void state_step_file_select(void)
void phys_player_land(void)
void set_script_group(Evt *script, s32 groupFlags)
void add_xz_vec3f_copy1(Vec3f *vector, f32 speed, f32 angleDeg)
void state_step_world(void)
void btl_cam_use_preset_immediately(s32)
void suggest_player_anim_always_forward(AnimID anim)
s32 btl_check_player_defeated(void)
void mdl_reset_transform_flags(void)
void set_background(BackgroundHeader *)
void sort_consumables(void)
Bubbles up player inventory items such that all ITEM_NONE values are at the bottom.
f32 length2D(f32 x, f32 y)
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 appendGfx_player_actor(void *)
void create_status_static(s32, s32)
void decrement_status_bar_disabled(void)
void state_step_pause(void)
void partner_walking_update_motion(Npc *partner)
void clear_character_set(void)
void interact_speech_setup(void)
b32 startup_fade_screen_in(s16 subtractAlpha)
void hide_actor_health_bar(Actor *)
void btl_state_update_celebration(void)
void phys_update_falling(void)
void set_world_fog_color(s32 r, s32 g, s32 b, s32 a)
void clear_sprite_shading_data(void)
void state_drawUI_exit_file_select(void)
void btl_cam_set_zoom(s16)
void partner_clear_player_tracking(Npc *partner)
void disable_player_blur(void)
void enable_background_wave(void)
void hide_coin_counter(void)
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
s32 get_fortress_key_count(void)
void clear_entity_data(b32)
void partner_flying_update_player_tracking(Npc *partner)
void dispatch_event_actor(Actor *, s32)
void entity_SaveBlock_save_data(void)
s32 imgfx_appendGfx_component(s32, ImgFXTexture *, u32, Matrix4f)
void sync_status_bar(void)
void render_effects_world(void)
void load_battle_hit_asset(const char *hitName)
void clear_item_entity_flags(s32 index, s32 flags)
b32 check_player_action_debug(void)
void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha)
s32 disable_player_input(void)
void remove_part_decor_steam(ActorPart *, s32)
void btl_state_draw_1C(void)
s32 entity_can_collide_with_jumping_player(Entity *entity)
Shadow * get_shadow_by_index(s32 index)
ItemEntity * get_item_entity(s32 itemEntityIndex)
void set_map_change_fade_rate(s16)
void init_encounters_ui(void)
void btl_cam_set_params(b16, s16, s16, s16, s32, s32, s32)
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)
void entity_SaveBlock_pause_game(void)
void entity_SaveBlock_resume_game(void)
s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags)
void show_actor_health_bar(Actor *)
void mdl_calculate_model_sizes(void)
s32 get_collider_flags(s32 colliderID)
void status_bar_stop_blinking_hp(void)
void open_status_bar_quickly(void)
void state_drawUI_title_screen(void)
void check_input_spin(void)
void close_message(MessagePrintState *msgPrintState)
void btl_update_ko_status(void)
void remove_status_static(s32)
void update_effects(void)
s32 create_status_icon_set(void)
void clear_part_pal_adjustment(ActorPart *)
void create_part_shadow_by_ref(s32 arg0, ActorPart *part)
void btl_state_update_normal_start(void)
void render_workers_backUI(void)
f32 player_check_collision_below(f32, s32 *colliderID)
void appendGfx_ispy_icon(void)
f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz)
void appendGfx_pulse_stone_icon(void)
void clear_actor_static_pal_adjustments(Actor *)
s32 imgfx_get_free_instances(s32)
void update_damage_popups(void)
void entity_block_hit_animate_scale(Entity *entity)
void set_actor_anim_by_ref(Actor *, ActorPart *, AnimID)
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)
s32 entity_start_script(Entity *entity)
void enable_partner_blur(void)
void interact_inspect_setup(void)
void partner_walking_update_player_tracking(Npc *partner)
void entity_SaveBlock_wait_for_close_result(Entity *entity)
void entity_RedSwitch_wait_and_reset(Entity *entity)
void appendGfx_partner_actor(void *)
Evt * get_script_by_index(s32 index)
void add_part_decoration(ActorPart *part, s32 decorationIndex, s32 decorationType)
void backup_map_collision_data(void)
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)
void reset_actor_turn_info(void)
void btl_state_update_begin_player_turn(void)
s32 suspend_all_script(s32 id)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
void enable_npc_blur(Npc *npc)
void entity_BlueSwitch_init(Entity *entity)
void appendGfx_player_actor_blur(Actor *)
void entity_Shadow_init(Shadow *entity)
void btl_cam_set_target_pos(f32, f32, f32)
s32 disable_player_static_collisions(void)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void set_screen_overlay_params_front(u8, f32)
void startup_fade_screen_update(void)
void close_status_bar(void)
void close_action_command_instruction_popup(void)
void load_map_bg(char *optAssetName)
s32 get_asset_offset(char *, s32 *)
void update_curtains(void)
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)
void state_init_intro(void)
void boot_idle(void *data)
void enable_player_blur(void)
void load_tattle_flags(s32)
void exec_entity_model_commandlist(s32 idx)
void mdl_set_all_tint_type(s32)
s32 is_world_fog_enabled(void)
void remove_all_effects(void)
void phys_set_player_sliding_check(b32(*funcPtr)(void))
void btl_state_draw_defend(void)
void remove_status_transparent(s32)
void status_bar_stop_blinking_sp(void)
void dispatch_event_player(s32)
void set_actor_flash_mode(Actor *actor, s32 arg1)
void show_damage_fx(Actor *actor, f32 x, f32 y, f32 z, s32 damage)
s32 enable_player_input(void)
void move_player(s32 duration, f32 heading, f32 speed)
void clear_printers(void)
void set_curtain_fade_goal(f32 fade)
void phys_peach_update(void)
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)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void hide_foreground_models_unchecked(void)
void partner_kill_ability_script(void)
void entity_SaveBlock_init(Entity *entity)
s32 phys_should_player_be_sliding(void)
void update_encounters_pre_battle(void)
void update_collider_transform(s16 colliderID)
void btl_cam_disable_clamp_x(void)
void btl_state_update_next_enemy(void)
void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits)
f32 player_get_side_angle(void)
void initialize_collision(void)
s32 player_test_lateral_overlap(s32, PlayerStatus *, f32 *, f32 *, f32 *, f32, f32)
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)
void btl_state_update_1C(void)
void state_step_startup(void)
void entity_GreenStompSwitch_extend(Entity *entity)
void update_scripts(void)
s32 partner_is_flying(void)
void PatrolAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
s32 phys_adjust_cam_on_landing(void)
void disable_transform_group(u16 modelID)
void state_init_unpause(void)
void phys_main_collision_below(void)
void * _heap_malloc(HeapNode *head, u32 size)
void btl_state_draw_end_player_turn(void)
void create_home_target_list(Actor *actor)
void collision_check_player_overlaps(void)
void render_workers_world(void)
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)
void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z)
void player_reset_data(void)
void bgm_pop_battle_song(void)
void reset_battle_status(void)
u32 get_entity_type(s32 arg0)
void shim_create_audio_system_obfuscated(void)
void update_cameras(void)
void remove_part_decor_whirlwind(ActorPart *, s32)
void basic_ai_wander(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void collision_lateral_peach(void)
void state_init_logos(void)
void clear_player_status(void)
void mdl_make_transform_group(u16 modelID)
void pulse_stone_notification_setup(void)
void enable_player_shadow(void)
void remove_part_decor_bowser_aura(ActorPart *, s32)
void status_bar_stop_blinking_starpoints(void)
void btl_state_draw_celebration(void)
s32 evt_trigger_on_activate_exec_script(Trigger *trigger)
void remove_status_icon_boost_jump(s32)
s32 is_partner_ability_active(s32)
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)
void update_triggers(void)
s32 is_starting_conversation(void)
HeapNode * general_heap_create(void)
void player_handle_floor_collider_type(s32 colliderID)
void start_bounce_b(void)
void btl_cam_use_preset(s32)
s32 add_star_points(s32 amt)
void draw_entity_model_D(s32, Mtx *, s32, Vec3s *)
void add_xz_vec3f(Vec3f *vector, f32 speed, f32 angleDeg)
b32 npc_test_move_simple_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void update_entities(void)
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)
void set_custom_gfx(s32 customGfxIndex, Gfx *pre, Gfx *post)
void filemenu_update(void)
void player_render_interact_prompts(void)
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)
void start_rumble_type(u32)
void switch_to_partner(s32 arg0)
void entity_small_switch_idle(Entity *entity)
void btl_cam_target_actor(s32)
s32 is_another_trigger_bound(Trigger *, EvtScript *script)
void game_input_to_move_vector(f32 *x, f32 *y)
void basic_ai_chase(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void state_drawUI_end_battle(void)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void disable_status_bar_input(void)
s32 inflict_status(Actor *, s32, s32)
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.
void remove_part_decor_red_flames(ActorPart *, s32)
void btl_state_update_9(void)
void btl_cam_set_zoffset(s16)
s32 is_picking_up_item(void)
void remove_status_icon_peril(s32)
s32 get_transform_group_index(s32)
void set_action_state(s32 actionState)
void clear_worker_list(void)
void phys_update_interact_collider(void)
MessagePrintState * msg_get_printer_for_msg(s32 msgID, s32 *a1)
ActorPart * get_actor_part(Actor *actor, s32 partID)
s32 func_80263230(Actor *, Actor *)
void btl_state_update_partner_striking_first(void)
void render_player_model(void)
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)
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)
void draw_entity_model_C(s32, Mtx *)
void set_actor_glow_pal(Actor *actor, s32 arg1)
void set_background_size(s16, s16, s16, s16)
void _add_part_decoration(ActorPart *)
void status_bar_start_blinking_starpoints(void)
void reset_ambient_sounds(void)
void shim_general_heap_create_obfuscated(void)
s32 entity_base_block_idle(Entity *entity)
void set_entity_commandlist(Entity *entity, s32 *entityScript)
void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld)
void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType)
void draw_encounters_pre_battle(void)
void update_max_rumble_duration(void)
void basic_ai_found_player_jump_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void state_drawUI_startup(void)
void state_step_intro(void)
void show_merlee_message(s16, s16)
void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3)
void setup_pause_menu_tab(MenuWindowBP *bpArray, s32 arraySize)
void mdl_load_all_textures(struct ModelNode *model, s32 romOffset, s32 size)
void enable_partner_ai(void)
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2)
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
void add_xz_vec3f_copy2(Vec3f *vector, f32 speed, f32 angleDeg)
void btl_state_update_partner_move(void)
void appendGfx_background_texture(void)
s32 use_consumable(s32 invSlot)
void set_actor_anim(s32 actorID, s32 partID, AnimID animID)
void update_player_input(void)
void resume_group_others(Evt *script, s32 groupFlags)
void enable_world_fog(void)
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)
void btl_state_update_begin_partner_turn(void)
void status_bar_stop_blinking_fp(void)
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)
void appendGfx_enemy_actor(void *)
void func_80266970(Actor *)
void entity_base_switch_init(Entity *entity)
void crash_screen_init(void)
void entity_GreenStompSwitch_retract(Entity *entity)
void load_mesh_animator_tree(s32 index, StaticAnimatorNode **tree)
HitID player_test_move_with_slipping(PlayerStatus *playerStatus, f32 *posX, f32 *posY, f32 *posZ, f32 speed, f32 heading)
void load_font_data(Addr offset, u16 size, void *dest)
void init_script_list(void)
void btl_state_update_player_menu(void)
void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate)
void btl_state_draw_22(void)
void btl_state_draw_peach_menu(void)
void state_step_demo(void)
void set_curtain_scale(f32 scale)
void part_flash_off(b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
s32 create_model_animator(s16 *animPos)
void bgm_update_music_settings(void)
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)
void state_drawUI_change_map(void)
void get_collider_center(s32 colliderID, f32 *x, f32 *y, f32 *z)
void show_foreground_models_unchecked(void)
void state_step_game_over(void)
void * _heap_malloc_tail(HeapNode *head, u32 size)
void start_bounce_a(void)
void peach_sync_disguise_npc(void)
void state_init_exit_file_select(void)
void status_bar_start_blinking_sp(void)
void check_input_status_bar(void)
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.
void render_curtains(void)
void suggest_player_anim_allow_backward(AnimID anim)
void update_health_bars(void)
void set_goal_pos_to_part(ActorState *state, s32 actorID, s32 partID)
s32 should_collider_allow_interact(s32)
void reset_actor_blur(Actor *)
void * _heap_realloc(HeapNode *heapNodeList, void *addr, u32 newSize)
void set_aux_pan_v(s32 texPannerID, s32 value)
void remove_part_decor_none(ActorPart *, s32)
void exec_entity_commandlist(Entity *entity)
u32 _heap_free(HeapNode *heapNodeList, void *addrToFree)
void copy_matrix(Matrix4f src, Matrix4f dest)
void set_peach_shadow_scale(Shadow *shadow, f32 scale)
void set_world_fog_dist(s32 start, s32 end)
void appendGfx_partner_actor_blur(void *)
void set_message_int_var(s32 value, s32 index)
void appendGfx_partner_actor_reflection(void *)
void filemenu_set_cursor_alpha(s32 arg0)
void subtract_hp(s32 amt)
void shim_battle_heap_create_obfuscated(void)
void status_bar_always_show_off(void)
void set_main_pan_u(s32 texPannerID, s32 value)
s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z)
void state_drawUI_game_over(void)
void entity_HugeBlueSwitch_init(Entity *entity)
void state_drawUI_world(void)
void btl_state_update_begin_turn(void)
void collision_main_lateral(void)
Trigger * create_trigger(TriggerBlueprint *def)
void set_message_text_var(s32 msgID, s32 index)
void draw_merlee_messages(void)
void entity_base_block_init(Entity *entity)
void btl_state_draw_begin_partner_turn(void)
Npc * resolve_npc(Evt *script, s32 npcIdOrPtr)
void set_script_timescale(Evt *script, f32 timescale)
s32 general_heap_free(void *data)
void deduct_current_move_fp(void)
void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg)
s32 partner_can_open_world_menus(void)
void btl_delete_player_actor(Actor *player)
void startup_set_fade_screen_color(s16 color)
void partner_flying_update_motion(Npc *partner)
b32 check_input_hammer(void)
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)
void peach_check_for_parasol_input(void)
void basic_ai_wander_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void clear_player_data(void)
void load_map_script_lib(void)
void update_windows(void)
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.
void reset_model_animators(void)
void btl_popup_messages_update(void)
s32 btl_cam_is_moving_done(void)
void force_disable_actor_blur(Actor *)
void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a)
void imgfx_release_instance(u32)
void draw_encounters_conversation(void)
void get_msg_properties(s32 msgID, s32 *height, s32 *width, s32 *maxLineChars, s32 *numLines, s32 *maxLinesPerPage, s32 *arg6, u16 charset)
void bind_entity_model_setupGfx(s32 idx, void *setupGfxCallbackArg0, void(*fpSetupGfxCallback)(void *))
void collision_lava_reset_check_additional_overlaps(void)
void btl_popup_messages_init(void)
void decode_yay0(void *src, void *dst)
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3)
void state_drawUI_demo(void)
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)
void remove_part_decor_sweat(ActorPart *, s32)
void btl_state_draw_end_partner_turn(void)
void btl_state_draw_begin_turn(void)
EvtScript * partner_get_enter_map_script(void)
void set_script_priority(Evt *script, s32 priority)
void remove_consumable(void)
void btl_state_update_defend(void)
void state_drawUI_battle(void)
void set_windows_visible(s32 groupIdx)
void render_frame(s32 flag)
void render_window_root(void)
void hide_coin_counter_immediately(void)
s32 dispatch_damage_event_actor_0(Actor *actor, s32 damageAmount, s32 event)
void clear_area_flags(void)
f32 entity_block_hit_init_scale(Entity *entity)
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)
enum AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet)
s32 inflict_status_set_duration(Actor *actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration)
void set_part_yaw(s32 actorID, s32 partID, s32 value)
void add_actor_decoration(Actor *actor, s32 decorationIndex, s32 decorationType)
s32 entity_RedSwitch_animate_scale(Entity *entity)
void partner_handle_before_battle(void)
void calculate_camera_yinterp_rate(void)
void player_surface_spawn_fx(void)
void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void *drawContents, void *drawContentsArg, s8 parent)
s32 render_with_adjusted_palettes(s32, ActorPart *, s32, Matrix4f, s32)
void render_screen_overlay_frontUI(void)
void entity_base_switch_anim_init(Entity *entity)
void update_merlee_messages(void)
s32 resume_all_script(s32 id)
void shop_open_item_select_popup(s32 mode)
void try_player_footstep_sounds(s32 arg0)
void parent_collider_to_model(s16 colliderID, s16 modelIndex)
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)
void btl_state_draw_enemy_move(void)
void partner_walking_enable(Npc *partner, s32 val)
void entity_GreenStompSwitch_idle(Entity *entity)
void remove_part_shadow(s32 actorID, s32 partID)
void draw_encounters_neutral(void)
void btl_state_draw_player_menu(void)
void remove_part_decor_sparkles(ActorPart *, s32)
s32 does_script_exist(s32 id)
void set_tex_panner(struct Model *model, s32 texPannerID)
void load_player_actor(void)
f32 evt_get_float_variable(Evt *script, Bytecode var)
u8 * filemenu_get_menu_message(s32 idx)
void partner_flying_enable(Npc *partner, s32 val)
void entity_SaveBlock_idle(Entity *entity)
void btl_delete_actor(Actor *actor)
void get_world_fog_color(s32 *r, s32 *g, s32 *b, s32 *a)
void btl_save_world_cameras(void)
void delete_trigger(Trigger *toDelete)
s32 get_time_freeze_mode(void)
void set_part_pal_adjustment(ActorPart *, s32)
f32 get_player_normal_pitch(void)
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,...
s32 ai_check_player_dist(Enemy *enemy, s32 arg1, f32 arg2, f32 arg3)
b32 check_input_jump(void)
void state_init_demo(void)
s32 battle_heap_create(void)
void update_action_ratings(void)
s32 create_mesh_animator(s16 *animPos, s16 *animBuffer)
void btl_state_draw_switch_to_player(void)
void mdl_group_set_custom_gfx(u16, s32, s32, b32)
void enforce_hpfp_limits(void)
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)
void btl_state_draw_next_enemy(void)
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
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)
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32)
s32 enable_player_static_collisions(void)
void entity_SaveBlock_show_result_message(void)
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)
void partner_set_tether_distance(f32)
void restore_map_collision_data(void)
void bgm_set_battle_song(s32, s32)
void phys_update_jump(void)
void update_workers(void)
void set_item_entity_flags(s32 itemEntityIndex, s32 flag)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void set_message_images(MessageImageData *images)
void entity_SaveBlock_show_choice_message(void)
void bgm_push_battle_song(void)
void create_current_pos_target_list(Actor *actor)
HeapNode * _heap_create(HeapNode *addr, u32 size)
void btl_state_draw_run_away(void)
void basic_ai_found_player_jump(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void draw_encounters_post_battle(void)
void partner_reset_tether_distance(void)
s32 is_status_bar_visible(void)
void btl_state_update_end_partner_turn(void)
void phys_init_integrator_for_current_state(void)
void btl_state_draw_partner_menu(void)
s32 is_actor_health_bar_visible(Actor *)
Evt * start_script_in_group(EvtScript *source, u8 priority, u8 initialState, u8 groupFlags)
void btl_state_draw_end_training_battle(void)
char * int_to_string(s32, char *, s32)
void clear_entity_models(void)
void state_drawUI_logos(void)
void reset_background_settings(void)
void initialize_battle(void)
void mdl_get_copied_vertices(s32 copyIndex, Vtx **firstVertex, Vtx **copiedVertices, s32 *numCopied)
f32 get_xz_dist_to_player(f32, f32)
void open_status_bar_slowly(void)
void initialize_status_bar(void)
f32 player_fall_distance(void)
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)
void btl_cam_unfreeze(void)
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)
void btl_state_draw_defeat(void)
s32 msg_printer_load_msg(s32 msgID, MessagePrintState *printer)
s32 btl_check_enemies_defeated(void)
void save_tattle_flags(s32)
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)
void mdl_update_transform_matrices(void)
s8 get_current_partner_id(void)
void btl_restore_world_cameras(void)
void btl_state_update_player_move(void)
void func_800E4AD8(s32 arg0)
void btl_state_draw_change_partner(void)
struct ModelTransformGroup * get_transform_group(s32 index)
void btl_state_draw_enemy_striking_first(void)
void btl_state_draw_first_stike(void)
void state_init_world(void)
s32 lookup_defense(s32 *, s32)
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)
f32 get_clamped_angle_diff(f32, f32)
s32 create_entity(EntityBlueprint *bp,...)
void show_action_rating(s32, Actor *, f32, f32, f32)
s32 try_inflict_status(Actor *, s32, s32)
s32 inflict_partner_ko(Actor *target, s32 statusTypeKey, s32 duration)
void disable_player_shadow(void)
void show_foreground_models(void)
void btl_state_update_select_target(void)
void draw_entity_model_E(s32, Mtx *)
void remove_part_decoration(ActorPart *part, s32 decorationIndex)
void set_curtain_scale_goal(f32 scale)
s32 entity_block_handle_collision(Entity *entity)
void basic_ai_loiter_init(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void btl_state_update_run_away(void)
void render_effects_UI(void)
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)
void entity_shattering_idle(Entity *entity)
void partner_set_goal_pos(s32 x, s32 z)
s32 is_block_on_ground(Entity *block)
void basic_ai_loiter(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void appendGfx_enemy_actor_reflection(void *)
Evt * restart_script(Evt *script)
void * mdl_get_next_texture_address(s32)
void update_messages(void)
s32 cancel_current_message(void)
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 **)
f32 get_player_normal_yaw(void)
void state_drawUI_file_select(void)
void fio_init_flash(void)
void check_input_midair_jump(void)
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)
b32 can_trigger_loading_zone(void)
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
void * heap_malloc(s32 size)
void init_sprite_shading_data(void)
void status_bar_respond_to_changes(void)
void status_bar_always_show_on(void)
void get_model_center_and_size(u16 modelID, f32 *centerX, f32 *centerY, f32 *centerZ, f32 *sizeX, f32 *sizeY, f32 *sizeZ)
void remove_status_chill_out(s32)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
void remove_part_decor_golden_flames(ActorPart *, s32)
void ispy_notification_setup(void)
void npc_follow_npc(Npc *)
Npc * peach_make_disguise_npc(s32 peachDisguise)
void phys_set_landing_adjust_cam_check(s32(*funcPtr)(void))
void increment_status_bar_disabled(void)
void draw_status_ui(void)
Evt * func_802C39F8(Evt *parentScript, Bytecode *nextLine, s32 newState)
s32 get_msg_lines(s32 messageID)
void status_bar_start_blinking_sp_bars(s32 numBarsToBlink)
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)
void add_star_power(s32 amt)
void partner_initialize_data(void)
void btl_state_update_switch_to_partner(void)
void dispatch_event_partner(s32)
void state_drawUI_intro(void)
HitID collision_main_above(void)
void create_part_shadow(s32 actorID, s32 partID)
#define TRANSPARENT_UNION
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
#define UNK_FUN_PTR(name)