4#define NAMESPACE speech_bubble
13#include "speech_bubble.png.h"
16#include "speech_bubble.gfx.inc.c"
55 guMtxCatF(mtxTemp, mtxTransform, mtxTemp);
57 guMtxCatF(mtxTemp, mtxTransform, mtxTransform);
61 G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
64 ifxImg.
raster = speech_bubble_img;
65 ifxImg.
palette = speech_bubble_pal;
66 ifxImg.
width = speech_bubble_img_width;
67 ifxImg.
height = speech_bubble_img_height;
129 if ((yaw >= 70.0f && yaw <= 110.0f) || (yaw >= 250.0f && yaw <= 290.0f)) {
133 playerStatus->
animFlags &= ~PA_FLAG_SPEECH_PROMPT_AVAILABLE;
s32 N GetIconBrightnessForAngle(f32 angle)
@ PS_FLAG_ENTERING_BATTLE
@ PS_FLAG_HAS_CONVERSATION_NPC
@ PA_FLAG_SPEECH_PROMPT_AVAILABLE
(...) prompt
@ ENCOUNTER_STATE_CONVERSATION
s32 imgfx_appendGfx_component(s32, ImgFXTexture *, u32, Matrix4f)
void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32)
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
void interact_speech_update(void)
void appendGfx_speech_bubble(void)
void interact_speech_setup(void)
SpeechBubbleData * SpeechBubblePtr
BSS SpeechBubbleData SpeechBubble
void(* TalkNotificationCallback)(void)
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext