28 u16
endX = posX + width;
29 u16 endY = posY + height;
315 script->functionTemp[0] = 0;
318 if (
script->functionTemp[0] == 0) {
328 script->functionTemp[1] = index;
350 script->functionTemp[0] = 1;
378 script->functionTemp[0] = 0;
381 if (
script->functionTemp[0] == 0) {
389 script->functionTemp[1] = index;
415 script->functionTemp[0] = 1;
440 script->functionTemp[0] = 0;
443 if (
script->functionTemp[0] == 0) {
445 script->functionTemp[0] = 1;
664 (*gCurrentVirtualEntityListPtr)[i]->entityModelIndex = -1;
BSS s32 PopupMenu_SelectedIndex
VirtualEntity * VirtualEntityList[0x40]
#define ASSERT(condition)
s32 load_entity_model(EntityModelScript *cmdList)
s32 ALT_load_entity_model(EntityModelScript *cmdList)
void set_entity_model_render_command_list(s32 idx, EntityModelScript *cmdList)
EntityModel * get_entity_model(s32 idx)
@ RENDER_MODE_SURFACE_XLU_LAYER2
@ RENDER_MODE_SURFACE_OPA
s32 evt_get_variable(Evt *script, Bytecode var)
void draw_entity_model_A(s32, Mtx *)
void clear_entity_model_flags(s32 idx, s32 newFlags)
void set_entity_model_flags(s32 idx, s32 newFlags)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void exec_entity_model_commandlist(s32 idx)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
s32 create_worker_scene(void(*updateFunc)(void), void(*renderFunc)(void))
f32 evt_get_float_variable(Evt *script, Bytecode var)
void draw_entity_model_E(s32, Mtx *)
void free_entity_model_by_index(s32 idx)
void * heap_malloc(s32 size)
ApiStatus CreateVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityFlags(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityMoveSpeed(Evt *script, b32 isInitialCall)
ApiStatus InitVirtualEntityList(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityFlagBits(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus CreateVirtualEntity_ALT(Evt *script, b32 isInitialCall)
ApiStatus GetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityLandJump(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityJumpGravity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityScale(Evt *script, b32 isInitialCall)
ApiStatus DeleteVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityRenderMode(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityJumpTo(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityRotation(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityMoveTo(Evt *script, b32 isInitialCall)
ApiStatus CreateVirtualEntityAt(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityRenderCommands(Evt *script, b32 isInitialCall)
#define PM_CC_PRIM_FULL_ALPHA
GameStatus * gGameStatusPtr
VirtualEntityList wWorldVirtualEntityList
void virtual_entity_set_rotation(s32 index, f32 angleX, f32 angleY, f32 angleZ)
void virtual_entity_list_render_world(void)
void virtual_entity_list_update(void)
void virtual_entity_appendGfx_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 right, u16 bottom)
s32 create_worker_backUI(void(*updateFunc)(void), void(*drawFunc)(void))
void init_virtual_entity_list(void)
void virtual_entity_move_polar(VirtualEntity *virtualEntity, f32 magnitude, f32 angle)
void virtual_entity_delete_by_ref(VirtualEntity *obj)
void virtual_entity_set_scale(s32 index, f32 scaleX, f32 scaleY, f32 scaleZ)
VirtualEntity * virtual_entity_get_by_index(s32 index)
void virtual_entity_delete_by_index(s32 index)
void clear_virtual_entity_list(void)
VirtualEntityList * gCurrentVirtualEntityListPtr
void virtual_entity_set_pos(s32 index, s32 posX, s32 posY, s32 posZ)
s32 virtual_entity_create(EntityModelScript *cmdList)
VirtualEntity * virtual_entity_create_at_index(s32 index, EntityModelScript *entityModelData)
void virtual_entity_render_quad(s32 r, s32 g, s32 b, s32 a, s32 posX, s32 posY, s32 width, s32 height)
VirtualEntityList bBattleVirtualEntityList
VirtualEntity * ALT_virtual_entity_create(EntityModelScript *cmdList)
void virtual_entity_list_render_UI(void)