papermario
Decompilation of Paper Mario
 
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181810.c File Reference

Macros

#define ACTOR_TYPE_LIST_END   0xFF
 

Functions

s32 is_actor_health_bar_visible (Actor *actor)
 
s32 is_actortype_health_bar_visible (s32 actorType)
 
void save_tattle_flags (s32 actorType)
 
void load_tattle_flags (s32 actorType)
 

Variables

BSS char D_8029F660 [0x400]
 
BSS MessagePrintStategSpeakingActorPrintCtx
 
BSS MessagePrintStateD_8029FA64
 
BSS s32 gSpeakingActorPrintIsDone
 
BSS s32 gSpeakingActorTalkAnim
 
BSS s32 gSpeakingActorIdleAnim
 
BSS ActorgSpeakingActor
 
BSS ActorPartgSpeakingActorPart
 
u8 * gBattleDmaDest = NULL
 
u8 ActorTypesGhost []
 
u8 ActorTypesLee []
 
u8 ActorTypesCrystalKing []
 
u8 ActorTypesShyGuyBoss []
 
u8 ActorTypesBowser []
 
u8 ActorTypesMagikoopa []
 
u8 ActorTypesRedMagikoopa []
 
u8 ActorTypesGreenMagikoopa []
 
u8 ActorTypesGrayMagikoopa []
 
u8 ActorTypesYellowMagikoopa []
 
u8 ActorTypesWhiteMagikoopa []
 
u8 * ActorTypesLists []
 

Macro Definition Documentation

◆ ACTOR_TYPE_LIST_END

#define ACTOR_TYPE_LIST_END   0xFF

Function Documentation

◆ is_actor_health_bar_visible()

s32 is_actor_health_bar_visible ( Actor * actor)

◆ is_actortype_health_bar_visible()

s32 is_actortype_health_bar_visible ( s32 actorType)

◆ load_tattle_flags()

void load_tattle_flags ( s32 actorType)

◆ save_tattle_flags()

void save_tattle_flags ( s32 actorType)

Variable Documentation

◆ ActorTypesBowser

u8 ActorTypesBowser[]
Initial value:
= {
ACTOR_TYPE_FINAL_BOWSER_1,
ACTOR_TYPE_FINAL_BOWSER_2,
0xFF
}

◆ ActorTypesCrystalKing

u8 ActorTypesCrystalKing[]
Initial value:
= {
ACTOR_TYPE_CRYSTAL_KING,
ACTOR_TYPE_CRYSTAL_CLONE,
0xFF
}

◆ ActorTypesGhost

u8 ActorTypesGhost[]
Initial value:
= {
ACTOR_TYPE_DUPLIGHOST,
ACTOR_TYPE_GHOST_GOOMBARIO,
ACTOR_TYPE_GHOST_KOOPER,
ACTOR_TYPE_GHOST_BOMBETTE,
ACTOR_TYPE_GHOST_PARAKARRY,
ACTOR_TYPE_GHOST_BOW,
ACTOR_TYPE_GHOST_WATT,
ACTOR_TYPE_GHOST_SUSHIE,
ACTOR_TYPE_GHOST_LAKILESTER,
0xFF
}

◆ ActorTypesGrayMagikoopa

u8 ActorTypesGrayMagikoopa[]
Initial value:
= {
ACTOR_TYPE_GRAY_MAGIKOOPA,
ACTOR_TYPE_FLYING_GRAY_MAGIKOOPA,
0xFF
}

◆ ActorTypesGreenMagikoopa

u8 ActorTypesGreenMagikoopa[]
Initial value:
= {
ACTOR_TYPE_GREEN_MAGIKOOPA,
ACTOR_TYPE_FLYING_GREEN_MAGIKOOPA,
0xFF
}

◆ ActorTypesLee

u8 ActorTypesLee[]
Initial value:
= {
ACTOR_TYPE_LEE,
ACTOR_TYPE_LEE_GOOMBARIO,
ACTOR_TYPE_LEE_KOOPER,
ACTOR_TYPE_LEE_BOMBETTE,
ACTOR_TYPE_LEE_PARAKARRY,
ACTOR_TYPE_LEE_BOW,
ACTOR_TYPE_LEE_WATT,
ACTOR_TYPE_LEE_SUSHIE,
ACTOR_TYPE_LEE_LAKILESTER,
0xFF
}

◆ ActorTypesLists

u8* ActorTypesLists[]
Initial value:
= {
NULL,
}
u8 ActorTypesBowser[]
Definition 181810.c:55
u8 ActorTypesGreenMagikoopa[]
Definition 181810.c:75
u8 ActorTypesLee[]
Definition 181810.c:30
u8 ActorTypesYellowMagikoopa[]
Definition 181810.c:87
u8 ActorTypesGrayMagikoopa[]
Definition 181810.c:81
u8 ActorTypesMagikoopa[]
Definition 181810.c:61
u8 ActorTypesCrystalKing[]
Definition 181810.c:43
u8 ActorTypesShyGuyBoss[]
Definition 181810.c:49
u8 ActorTypesWhiteMagikoopa[]
Definition 181810.c:93
u8 ActorTypesGhost[]
Definition 181810.c:17
u8 ActorTypesRedMagikoopa[]
Definition 181810.c:69

Referenced by load_tattle_flags(), and save_tattle_flags().

◆ ActorTypesMagikoopa

u8 ActorTypesMagikoopa[]
Initial value:
= {
ACTOR_TYPE_MAGIKOOPA,
ACTOR_TYPE_MAGICLONE,
ACTOR_TYPE_FLYING_MAGIKOOPA,
ACTOR_TYPE_FLYING_MAGICLONE,
0xFF
}

◆ ActorTypesRedMagikoopa

u8 ActorTypesRedMagikoopa[]
Initial value:
= {
ACTOR_TYPE_RED_MAGIKOOPA,
ACTOR_TYPE_FLYING_RED_MAGIKOOPA,
0xFF
}

◆ ActorTypesShyGuyBoss

u8 ActorTypesShyGuyBoss[]
Initial value:
= {
ACTOR_TYPE_TOY_TANK,
ACTOR_TYPE_LIGHT_BULB,
0xFF
}

◆ ActorTypesWhiteMagikoopa

u8 ActorTypesWhiteMagikoopa[]
Initial value:
= {
ACTOR_TYPE_WHITE_MAGIKOOPA,
ACTOR_TYPE_FLYING_WHITE_MAGIKOOPA,
0xFF
}

◆ ActorTypesYellowMagikoopa

u8 ActorTypesYellowMagikoopa[]
Initial value:
= {
ACTOR_TYPE_YELLOW_MAGIKOOPA,
ACTOR_TYPE_FLYING_YELLOW_MAGIKOOPA,
0xFF
}

◆ D_8029F660

BSS char D_8029F660[0x400]

◆ D_8029FA64

BSS MessagePrintState* D_8029FA64

◆ gBattleDmaDest

u8* gBattleDmaDest = NULL

◆ gSpeakingActor

BSS Actor* gSpeakingActor

◆ gSpeakingActorIdleAnim

BSS s32 gSpeakingActorIdleAnim

◆ gSpeakingActorPart

BSS ActorPart* gSpeakingActorPart

◆ gSpeakingActorPrintCtx

BSS MessagePrintState* gSpeakingActorPrintCtx

◆ gSpeakingActorPrintIsDone

BSS s32 gSpeakingActorPrintIsDone

◆ gSpeakingActorTalkAnim

BSS s32 gSpeakingActorTalkAnim