288static const f32 pad[] = {0.0f, 0.0f};
void disable_sounds(void)
void load_demo_battle(u32 index)
b8 keepUsingPartnerOnMapChange
@ TRANSITION_END_DEMO_SCENE_BLACK
@ TRANSITION_END_DEMO_SCENE_WHITE
@ STORY_CH5_LAVA_STREAM_BLOCKED
@ STORY_CH5_BEGAN_PEACH_MISSION
@ STORY_CH3_UNLOCKED_WINDY_MILL
@ STORY_CH1_STAR_SPIRIT_RESCUED
@ STORY_CH1_KNOCKED_SWITCH_FROM_TREE
@ PLAYER_SPRITES_MARIO_WORLD
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
void clear_script_list(void)
void clear_item_entity_data(void)
void create_cameras(void)
void clear_animator_list(void)
void clear_saved_variables(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 clear_screen_overlays(void)
void clear_render_tasks(void)
void clear_model_data(void)
void startup_set_fade_screen_alpha(s16 alpha)
void set_map_transition_effect(ScreenTransition)
void clear_trigger_data(void)
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
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 clear_printers(void)
void initialize_collision(void)
void reset_battle_status(void)
void clear_player_status(void)
void clear_effect_data(void)
HeapNode * general_heap_create(void)
void clear_worker_list(void)
void startup_set_fade_screen_color(s16 color)
void clear_player_data(void)
void clear_entity_models(void)
void reset_background_settings(void)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
void set_game_mode(s32 modeID)
@ GAME_MODE_ENTER_DEMO_WORLD
void hud_element_clear_cache(void)
void init_encounter_status(void)
#define LAST_DEMO_SCENE_IDX
void spr_init_sprites(s32 playerSpriteSet)
DemoSceneData DemoScenes[]
void state_step_demo(void)
void state_drawUI_demo(void)
void state_init_demo(void)
GameStatus * gGameStatusPtr