Paper Mario DX
Paper Mario (N64) modding
 
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rooms.c File Reference

Go to the source code of this file.

Data Structures

struct  MapRoom
 

Enumerations

enum  RoomState { ROOM_STATE_IDLE = 0 , ROOM_STATE_ENTERING = 1 , ROOM_STATE_EXITING = 2 }
 
enum  {
  ROOM_DATA_FLAGS = LVar2 , ROOM_DATA_ENTER_POS_AX = LVar3 , ROOM_DATA_ENTER_POS_AZ = LVar4 , ROOM_DATA_ENTER_POS_BX = LVar5 ,
  ROOM_DATA_ENTER_POS_BZ = LVar6 , ROOM_DATA_EXIT_POS_AX = LVar7 , ROOM_DATA_EXIT_POS_AZ = LVar8 , ROOM_DATA_EXIT_POS_BX = LVar9 ,
  ROOM_DATA_EXIT_POS_BZ = LVarA , ROOM_DATA_EVT_OPEN_DOOR = LVarB , ROOM_DATA_EVT_MOVE_WALL = LVarC , ROOM_DATA_EVT_DROP_DOOR = LVarD ,
  ROOM_DATA_EVT_LISTENER = LVarE , ROOM_DATA_MODEL_ID = LVarF
}
 
enum  { ROOM_SCRIPT_IDX_0 = 0 , ROOM_SCRIPT_IDX_1 = 1 , ROOM_SCRIPT_IDX_2 = 2 , ROOM_SCRIPT_IDX_3 = 3 }
 
enum  { ROOM_VISIBILITY_SHOW = 0 , ROOM_VISIBILITY_HIDE = 3 }
 

Functions

void func_800EF414 (s32, s32)
 
void get_flat_collider_normal (s32, f32 *, f32 *, f32 *)
 
s32 get_current_item_entity_render_group (void)
 
void set_current_item_entity_render_group (s32)
 

Variables

EvtScript EVS_EnterRoomDoor
 
EvtScript EVS_ExitRoomDoor
 
EvtScript EVS_RoomContentVisiblityToggle
 
EvtScript EVS_EnterRoom_MovePlayerA
 
EvtScript EVS_EnterRoom_MovePlayerB
 
EvtScript EVS_EnterRoom_MoveCam
 
EvtScript EVS_ExitRoom_MovePlayerA
 
EvtScript EVS_ExitRoom_MovePlayerB
 
EvtScript EVS_ExitRoom_MoveCam
 
EvtScript EVS_Default_AnimateDoorRot
 
EvtScript EVS_Default_AnimateWallRot
 
EvtScript EVS_Default_AnimateDropDoor
 

Data Structure Documentation

◆ MapRoom

struct MapRoom
Data Fields
RoomState state
s32 flags
s16 newItemVisGroup
s16 prevItemVisGroup
VecXZf posEnterA
VecXZf posEnterB
VecXZf posExitA
VecXZf posExitB
EvtScript * overrideOpenDoor
EvtScript * overrideMoveWall
EvtScript * overrideDropDoor
EvtScript * stateListenerScript
s32 modelID
s32 bgColor[3]
s32 scriptIDs[4]
s32 * npcList
s32 colliderID

Enumeration Type Documentation

◆ RoomState

enum RoomState
Enumerator
ROOM_STATE_IDLE 
ROOM_STATE_ENTERING 
ROOM_STATE_EXITING 

Definition at line 12 of file rooms.c.

12 {
16} RoomState;
RoomState
Definition rooms.c:12
@ ROOM_STATE_EXITING
Definition rooms.c:15
@ ROOM_STATE_ENTERING
Definition rooms.c:14
@ ROOM_STATE_IDLE
Definition rooms.c:13

◆ anonymous enum

anonymous enum
Enumerator
ROOM_DATA_FLAGS 
ROOM_DATA_ENTER_POS_AX 
ROOM_DATA_ENTER_POS_AZ 
ROOM_DATA_ENTER_POS_BX 
ROOM_DATA_ENTER_POS_BZ 
ROOM_DATA_EXIT_POS_AX 
ROOM_DATA_EXIT_POS_AZ 
ROOM_DATA_EXIT_POS_BX 
ROOM_DATA_EXIT_POS_BZ 
ROOM_DATA_EVT_OPEN_DOOR 
ROOM_DATA_EVT_MOVE_WALL 
ROOM_DATA_EVT_DROP_DOOR 
ROOM_DATA_EVT_LISTENER 
ROOM_DATA_MODEL_ID 

Definition at line 39 of file rooms.c.

39 {
54};
@ ROOM_DATA_EXIT_POS_AX
Definition rooms.c:45
@ ROOM_DATA_EVT_MOVE_WALL
Definition rooms.c:50
@ ROOM_DATA_ENTER_POS_AZ
Definition rooms.c:42
@ ROOM_DATA_ENTER_POS_BX
Definition rooms.c:43
@ ROOM_DATA_ENTER_POS_AX
Definition rooms.c:41
@ ROOM_DATA_EVT_DROP_DOOR
Definition rooms.c:51
@ ROOM_DATA_EXIT_POS_BZ
Definition rooms.c:48
@ ROOM_DATA_EXIT_POS_BX
Definition rooms.c:47
@ ROOM_DATA_FLAGS
Definition rooms.c:40
@ ROOM_DATA_EVT_LISTENER
Definition rooms.c:52
@ ROOM_DATA_EXIT_POS_AZ
Definition rooms.c:46
@ ROOM_DATA_EVT_OPEN_DOOR
Definition rooms.c:49
@ ROOM_DATA_ENTER_POS_BZ
Definition rooms.c:44
@ ROOM_DATA_MODEL_ID
Definition rooms.c:53
#define LVar6
Definition macros.h:154
#define LVarF
Definition macros.h:163
#define LVarC
Definition macros.h:160
#define LVar5
Definition macros.h:153
#define LVarB
Definition macros.h:159
#define LVar7
Definition macros.h:155
#define LVar8
Definition macros.h:156
#define LVar2
Definition macros.h:150
#define LVarA
Definition macros.h:158
#define LVarD
Definition macros.h:161
#define LVar9
Definition macros.h:157
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVarE
Definition macros.h:162

◆ anonymous enum

anonymous enum
Enumerator
ROOM_SCRIPT_IDX_0 
ROOM_SCRIPT_IDX_1 
ROOM_SCRIPT_IDX_2 
ROOM_SCRIPT_IDX_3 

Definition at line 56 of file rooms.c.

56 {
61};
@ ROOM_SCRIPT_IDX_1
Definition rooms.c:58
@ ROOM_SCRIPT_IDX_2
Definition rooms.c:59
@ ROOM_SCRIPT_IDX_3
Definition rooms.c:60
@ ROOM_SCRIPT_IDX_0
Definition rooms.c:57

◆ anonymous enum

anonymous enum
Enumerator
ROOM_VISIBILITY_SHOW 
ROOM_VISIBILITY_HIDE 

Definition at line 63 of file rooms.c.

63 {
66};
@ ROOM_VISIBILITY_HIDE
Definition rooms.c:65
@ ROOM_VISIBILITY_SHOW
Definition rooms.c:64

Function Documentation

◆ func_800EF414()

void func_800EF414 ( s32 posX,
s32 posZ )

Definition at line 2425 of file partners.c.

2425 {
2426 partner_set_goal_pos(posX, posZ);
2428}
BSS s16 wPartnerFollowState
Definition partners.c:51
void partner_set_goal_pos(s32 x, s32 z)
Definition partners.c:2409

◆ get_flat_collider_normal()

void get_flat_collider_normal ( s32 colliderID,
f32 * x,
f32 * y,
f32 * z )

Definition at line 489 of file collision.c.

489 {
490 ColliderTriangle* triangle = &gCollisionData.colliderList[colliderID].triangleTable[0];
491
492 *x = triangle->normal.x;
493 *y = triangle->normal.y;
494 *z = triangle->normal.z;
495}
CollisionData gCollisionData
Definition collision.c:35
Collider * colliderList
struct ColliderTriangle * triangleTable

◆ get_current_item_entity_render_group()

s32 get_current_item_entity_render_group ( void )

Definition at line 1579 of file item_entity.c.

1579 {
1580 return ItemEntityRenderGroup;
1581}
BSS s32 ItemEntityRenderGroup
Definition item_entity.c:34

◆ set_current_item_entity_render_group()

void set_current_item_entity_render_group ( s32 group)

Definition at line 1575 of file item_entity.c.

1575 {
1576 ItemEntityRenderGroup = group;
1577}

Variable Documentation

◆ EVS_EnterRoomDoor

EvtScript EVS_EnterRoomDoor

Definition at line 576 of file rooms.c.

576 {
578 // ensure valid player action state
580 Set(LVar4, 0)
582 Add(LVar4, 1)
583 EndIf
585 Add(LVar4, 1)
586 EndIf
588 Add(LVar4, 1)
589 EndIf
590 IfEq(LVar4, 0)
591 Return
592 EndIf
593
594 // initialize
595 Call(SaveDoorPtr)
596 Call(GetDoorState)
598 Return
599 EndIf
600 Call(SetDoorState, ROOM_STATE_ENTERING)
601 Call(HideRoomNPCs)
602 Call(UseRoomItemVisGroup)
605
606 // notify listener ROOM_UPDATE_ENTER_BEGIN
607 Call(GetDoorData)
611 EndIf
613 Goto(1)
614 EndIf
615
616 // adjust camera to face door
617 Call(GetDoorData)
619
620 // move player to door
621 Call(GetDoorData)
623 Set(LVarE, 10)
632 Set(LVarE, 20)
635 Set(LVarE, 20)
638
639 // reveal room interior and hide world
640 Call(GetDoorData)
642 Call(GetDoorPtr)
645 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_0, LVar5)
646 EndIf
647 Call(SetEntityHideMode1)
649 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_0)
650 EndIf
651
652 // wall movement animation
653 Call(GetDoorData)
659 Else
661 EndIf
662 EndIf
664 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_0, LVar5)
665 EndIf
666
667 // open the door
672 Else
674 EndIf
675 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_3, LVar5)
677 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_3)
678
679 // move party through the doorway
680 Call(SetEntityHideMode2)
682 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_3, LVar7)
683 Wait(10)
684 Call(SaveDoorPtr)
685 Call(GetDoorData)
686 Call(MovePartnerThroughDoor, ROOM_DATA_ENTER_POS_BX, ROOM_DATA_ENTER_POS_BZ)
687
688 // allow input when movement is done
689 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_3)
693 Call(ResetPartnerMovement)
694
695 // close the door
700 Else
702 EndIf
703 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_3, LVar5)
704
705 // drop the door
709 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_3)
712 Else
714 EndIf
715 EndIf
717 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_1, LVar5)
718 EndIf
719
720 // notify listener ROOM_UPDATE_ENTER_DONE
724 EndIf
726 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_2, LVar5)
727 EndIf
729 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_2)
730 EndIf
731
732 // wait for all anim scripts
734 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_0)
735 EndIf
737 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_1)
738 EndIf
739
740 // reset and return
741 Call(SetDoorState, ROOM_STATE_IDLE)
742 Return
743
744 // handle ROOM_UPDATE_REQUEST_CANCEL from callback to ROOM_UPDATE_ENTER_BEGIN
745 Label(1)
746 Call(SetDoorState, ROOM_STATE_IDLE)
747 Label(0)
750 Return
751 End
752};
@ ROOM_LARGE_DOOR_RIGHT_HINGE_OPENS_OUT
Definition enums.h:4486
@ ROOM_DOOR_LEFT_HINGE_OPENS_OUT
Definition enums.h:4483
@ ROOM_DOOR_RIGHT_HINGE_OPENS_OUT
Definition enums.h:4481
@ ROOM_FLAG_CUSTOM_ANIM_DROP_DOOR
Definition enums.h:4491
@ ROOM_FLAGS_DOOR_TYPE_MASK
Definition enums.h:4480
@ ROOM_LARGE_DOOR_LEFT_HINGE_OPENS_OUT
Definition enums.h:4488
@ ROOM_DOOR_STRAIGHT_THROUGH
Definition enums.h:4485
@ ROOM_FLAG_CUSTOM_ANIM_OPEN_DOOR
Definition enums.h:4489
@ ROOM_FLAG_CUSTOM_ANIM_WALL_ROT
Definition enums.h:4490
@ ROOM_UPDATE_ENTER_BEGIN
Definition enums.h:4497
@ ROOM_UPDATE_REQUEST_CANCEL
Definition enums.h:4502
@ ROOM_DROP_DOOR_ENTER
Definition enums.h:4514
@ ROOM_MOVE_WALL_OPEN
Definition enums.h:4509
@ ROOM_UPDATE_ENTER_DONE
Definition enums.h:4498
@ ROOM_MOVE_DOOR_ENTER_CLOSE
Definition enums.h:4505
@ ROOM_MOVE_DOOR_ENTER_OPEN
Definition enums.h:4504
@ NPC_PARTNER
Definition enums.h:2528
@ ACTION_STATE_IDLE
Definition enums.h:2426
@ ACTION_STATE_WALK
Definition enums.h:2427
@ ACTION_STATE_RUN
Definition enums.h:2428
@ NPC_FLAG_IGNORE_WORLD_COLLISION
Definition enums.h:3004
@ EVT_GROUP_NEVER_PAUSE
Definition evt.h:142
EvtScript EVS_Default_AnimateWallRot
Definition rooms.c:529
EvtScript EVS_EnterRoom_MoveCam
Definition rooms.c:449
EvtScript EVS_Default_AnimateDropDoor
Definition rooms.c:552
EvtScript EVS_EnterRoom_MovePlayerA
Definition rooms.c:427
EvtScript EVS_RoomContentVisiblityToggle
Definition rooms.c:421
EvtScript EVS_Default_AnimateDoorRot
Definition rooms.c:496
EvtScript EVS_EnterRoom_MovePlayerB
Definition rooms.c:437
ApiStatus DisablePlayerInput(Evt *script, b32 isInitialCall)
Disables player and partner input, and disables the status menu.
ApiStatus GetPlayerActionState(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerPhysics(Evt *script, b32 isInitialCall)
Disables player physics if disable is TRUE, enables it if FALSE.
ApiStatus SetNpcFlagBits(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define BitwiseAndConst(VAR, CONST)
VAR &= CONST, but CONST is treated as-is rather than dereferenced with evt_get_variable.
Definition macros.h:439
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:460
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define SetGroup(GROUP)
Sets the current thread's group. Group value meanings are currently not known.
Definition macros.h:519
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217

◆ EVS_ExitRoomDoor

EvtScript EVS_ExitRoomDoor

Definition at line 755 of file rooms.c.

755 {
757 // ensure valid player action state
759 Set(LVar4, 0)
761 Add(LVar4, 1)
762 EndIf
764 Add(LVar4, 1)
765 EndIf
767 Add(LVar4, 1)
768 EndIf
769 IfEq(LVar4, 0)
770 Return
771 EndIf
772
773 // initialize
774 Call(SaveDoorPtr)
775 Call(GetDoorState)
777 Return
778 EndIf
779 Call(SetDoorState, ROOM_STATE_EXITING)
782
783 // notify listener ROOM_UPDATE_EXIT_BEGIN
784 Call(GetDoorData)
788 EndIf
790 Goto(1)
791 EndIf
792
793 // adjust camera to face door
794 Call(GetDoorData)
796
797 // move player to door
798 Call(GetDoorData)
808
809 // wall movement animation
810 Call(GetDoorData)
811 Call(GetDoorPtr)
815 IfNe(LVar2, 0)
817 Else
819 EndIf
820 EndIf
822 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_0, LVar5)
823 EndIf
824
825 // raise the door if its been dropped
829 IfNe(LVar2, 0)
831 Else
833 EndIf
834 EndIf
836 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_1, LVar5)
837 EndIf
839 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_1)
840 EndIf
841
842 // open the door
845 IfNe(LVar2, 0)
847 Else
849 EndIf
850 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_1, LVar5)
851 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_1)
852
853 // move party through the doorway
854 Call(GetDoorPtr)
856 Call(SaveDoorPtr)
857 Call(GetDoorData)
858 Call(MovePartnerThroughDoor, ROOM_DATA_EXIT_POS_BX, ROOM_DATA_EXIT_POS_BZ)
860 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_1, LVar5)
861 Call(SetEntityHideMode0)
862
863 // hide room interior and reveal world
867 EndIf
869 Call(SaveUseDoorScript, ROOM_SCRIPT_IDX_2, LVar5)
870 EndIf
872 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_2)
873 EndIf
874
875 // allow input when movement is done
876 Call(AwaitUseDoorScript, ROOM_SCRIPT_IDX_1)
880 Call(ResetPartnerMovement)
881
882 // close the door
883 Call(GetDoorData)
886 IfNe(LVar2, 0)
888 Else
890 EndIf
891
892 // notify listener ROOM_UPDATE_EXIT_END
893 Call(GetDoorData)
897 EndIf
898
899 // reset and return
900 Call(RevealHiddenRoomNPCs)
901 Call(RestorePrevItemVisGroup)
902 Call(SetDoorState, ROOM_STATE_IDLE)
903 Return
904
905 // handle ROOM_UPDATE_REQUEST_CANCEL from callback to ROOM_UPDATE_ENTER_BEGIN
906 Label(1)
907 Call(SetDoorState, ROOM_STATE_IDLE)
908 Label(0)
911 Return
912 End
913};
@ ROOM_DOOR_LEFT_HINGE_OPENS_IN
Definition enums.h:4484
@ ROOM_DOOR_RIGHT_HINGE_OPENS_IN
Definition enums.h:4482
@ ROOM_LARGE_DOOR_RIGHT_HINGE_OPENS_IN
Definition enums.h:4487
@ ROOM_DROP_DOOR_EXIT
Definition enums.h:4517
@ ROOM_UPDATE_EXIT_BEGIN
Definition enums.h:4499
@ ROOM_MOVE_DOOR_EXIT_CLOSE
Definition enums.h:4507
@ ROOM_UPDATE_EXIT_END
Definition enums.h:4500
@ ROOM_MOVE_DOOR_EXIT_OPEN
Definition enums.h:4506
@ ROOM_MOVE_WALL_CLOSE
Definition enums.h:4512
EvtScript EVS_ExitRoom_MovePlayerB
Definition rooms.c:472
EvtScript EVS_ExitRoom_MoveCam
Definition rooms.c:484
EvtScript EVS_ExitRoom_MovePlayerA
Definition rooms.c:461

◆ EVS_RoomContentVisiblityToggle

EvtScript EVS_RoomContentVisiblityToggle
Initial value:
= {
Call(RoomVisibilityToggleImpl)
}

Definition at line 421 of file rooms.c.

421 {
422 Call(RoomVisibilityToggleImpl)
423 Return
424 End
425};

◆ EVS_EnterRoom_MovePlayerA

EvtScript EVS_EnterRoom_MovePlayerA

◆ EVS_EnterRoom_MovePlayerB

EvtScript EVS_EnterRoom_MovePlayerB

◆ EVS_EnterRoom_MoveCam

EvtScript EVS_EnterRoom_MoveCam
Initial value:
= {
Call(SetRoomCamMoveSpeed, Float(1.796))
Set(LVarE, 10)
Call(SetRoomCamMoveSpeed, -1)
}
ApiStatus InterpCamTargetPos(Evt *script, b32 isInitialCall)
#define Float(DOUBLE)
Definition macros.h:51

Definition at line 449 of file rooms.c.

449 {
450 Call(SetRoomCamMoveSpeed, Float(1.796))
454 Set(LVarE, 10)
456 Call(SetRoomCamMoveSpeed, -1)
457 Return
458 End
459};

◆ EVS_ExitRoom_MovePlayerA

◆ EVS_ExitRoom_MovePlayerB

EvtScript EVS_ExitRoom_MovePlayerB

◆ EVS_ExitRoom_MoveCam

EvtScript EVS_ExitRoom_MoveCam
Initial value:
= {
Call(SetRoomCamMoveSpeed, Float(1.796))
Set(LVarE, 10)
Call(SetRoomCamMoveSpeed, -1)
}

Definition at line 484 of file rooms.c.

484 {
485 Call(SetRoomCamMoveSpeed, Float(1.796))
489 Set(LVarE, 10)
491 Call(SetRoomCamMoveSpeed, -1)
492 Return
493 End
494};

◆ EVS_Default_AnimateDoorRot

EvtScript EVS_Default_AnimateDoorRot

Definition at line 496 of file rooms.c.

496 {
497 Call(SaveDoorPtr)
499 Set(LVar3, LVar0)
502 Call(MakeLerp, 0, 90, 10, EASING_CUBIC_OUT)
503 Call(PlayRoomDoorSound, SOUND_ROOM_DOOR_OPEN)
505 Call(MakeLerp, 90, 0, 10, EASING_CUBIC_IN)
507 Call(MakeLerp, 0, 90, 10, EASING_CUBIC_OUT)
508 Call(PlayRoomDoorSound, SOUND_ROOM_DOOR_OPEN)
510 Call(MakeLerp, 90, 0, 10, EASING_CUBIC_IN)
512 Label(0)
514 Exec(LVar2)
515 Wait(1)
516 IfEq(LVar1, 1)
517 Goto(0)
518 EndIf
521 Call(PlayRoomDoorSound, SOUND_ROOM_DOOR_CLOSE)
523 Call(PlayRoomDoorSound, SOUND_ROOM_DOOR_CLOSE)
525 Return
526 End
527};
@ EASING_CUBIC_IN
Definition enums.h:512
@ EASING_CUBIC_OUT
Definition enums.h:515
@ SOUND_ROOM_DOOR_CLOSE
Definition enums.h:1697
@ SOUND_ROOM_DOOR_OPEN
Definition enums.h:1696
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
#define LVar1
Definition macros.h:149

◆ EVS_Default_AnimateWallRot

◆ EVS_Default_AnimateDropDoor