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Decompilation of Paper Mario
 
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Chest.c File Reference

Functions

void entity_Chest_adjust_camera (Entity *entity)
 
void entity_Chest_reset_camera (Entity *entity)
 
void entity_Chest_setupGfx (s32 entityIndex)
 
void entity_Chest_check_opened (Entity *entity)
 
void entity_Chest_idle (Entity *entity)
 
void entity_Chest_begin_opening (Entity *entity)
 
void entity_Chest_open (Entity *entity)
 
void entity_Chest_close (Entity *entity)
 
void entity_GiantChest_hide_effect (Entity *entity)
 
void entity_GiantChest_open (Entity *entity)
 
void entity_GiantChest_give_equipment (Entity *entity)
 
void entity_Chest_start_bound_script (Entity *entity)
 
void entity_Chest_enable_player_input (Entity *entity)
 
void entity_GiantChest_await_got_item (Entity *entity)
 
void entity_Chest_clear_item_id (Entity *entity)
 
void entity_Chest_readargs (Entity *entity)
 
void entity_GiantChest_init (Entity *entity)
 
void entity_Chest_init (Entity *entity)
 

Variables

EntityScript Entity_Chest_ScriptOpened
 
Gfx Entity_Chest_RenderBox []
 
Gfx Entity_Chest_RenderLid []
 
Mtx Entity_Chest_LidMtx
 
EvtScript Entity_Chest_AdjustCam_ISK
 
EvtScript Entity_Chest_ResetCam_ISK
 
EvtScript Entity_Chest_AdjustCam_TIK
 
EvtScript Entity_Chest_AdjustCam_KZN
 
EvtScript Entity_Chest_ResetCam_Default
 
EntityScript Entity_GiantChest_Script
 
EntityScript Entity_Chest_Script
 
EntityModelScript Entity_Chest_RenderScript = STANDARD_ENTITY_MODEL_SCRIPT(Entity_Chest_RenderBox, RENDER_MODE_SURFACE_OPA)
 
EntityBlueprint Entity_GiantChest
 
EntityBlueprint Entity_Chest
 

Function Documentation

◆ entity_Chest_adjust_camera()

void entity_Chest_adjust_camera ( Entity * entity)

◆ entity_Chest_begin_opening()

void entity_Chest_begin_opening ( Entity * entity)

◆ entity_Chest_check_opened()

void entity_Chest_check_opened ( Entity * entity)

◆ entity_Chest_clear_item_id()

void entity_Chest_clear_item_id ( Entity * entity)

◆ entity_Chest_close()

void entity_Chest_close ( Entity * entity)

◆ entity_Chest_enable_player_input()

void entity_Chest_enable_player_input ( Entity * entity)

◆ entity_Chest_idle()

void entity_Chest_idle ( Entity * entity)

◆ entity_Chest_init()

void entity_Chest_init ( Entity * entity)

◆ entity_Chest_open()

void entity_Chest_open ( Entity * entity)

Referenced by entity_GiantChest_open().

◆ entity_Chest_readargs()

void entity_Chest_readargs ( Entity * entity)

◆ entity_Chest_reset_camera()

void entity_Chest_reset_camera ( Entity * entity)

◆ entity_Chest_setupGfx()

void entity_Chest_setupGfx ( s32 entityIndex)

◆ entity_Chest_start_bound_script()

void entity_Chest_start_bound_script ( Entity * entity)

◆ entity_GiantChest_await_got_item()

void entity_GiantChest_await_got_item ( Entity * entity)

◆ entity_GiantChest_give_equipment()

void entity_GiantChest_give_equipment ( Entity * entity)

◆ entity_GiantChest_hide_effect()

void entity_GiantChest_hide_effect ( Entity * entity)

◆ entity_GiantChest_init()

void entity_GiantChest_init ( Entity * entity)

◆ entity_GiantChest_open()

void entity_GiantChest_open ( Entity * entity)

Variable Documentation

◆ Entity_Chest

EntityBlueprint Entity_Chest
Initial value:
= {
.typeDataSize = sizeof(ChestData),
.renderCommandList = Entity_Chest_RenderScript,
.modelAnimationNodes = 0,
.fpInit = entity_Chest_init,
.updateEntityScript = Entity_Chest_Script,
.fpHandleCollision = NULL,
{ .dma = ENTITY_ROM(Chest) },
.entityType = ENTITY_TYPE_CHEST,
.aabbSize = { 28, 26, 23 }
}
EntityModelScript Entity_Chest_RenderScript
Definition Chest.c:487
void entity_Chest_init(Entity *entity)
Definition Chest.c:443
EntityScript Entity_Chest_Script
Definition Chest.c:474
#define ENTITY_ROM(name)
Definition entity.h:65
Definition entity.h:192
@ ENTITY_TYPE_CHEST
Definition enums.h:2588
@ ENTITY_FLAG_8000
Definition enums.h:2629
@ ENTITY_FLAG_4000
Definition enums.h:2628

◆ Entity_Chest_AdjustCam_ISK

EvtScript Entity_Chest_AdjustCam_ISK
Initial value:
= {
Call(UseSettingsFrom, 0, -195, -358, -555)
Call(SetCamPitch, 0, Float(20.0), Float(-10.0))
Call(PanToTarget, 0, 0, TRUE)
Call(WaitForCam, 0, Float(1.0))
}
ApiStatus SetCamPitch(Evt *script, b32 isInitialCall)
ApiStatus PanToTarget(Evt *script, b32 isInitialCall)
ApiStatus SetCamDistance(Evt *script, b32 isInitialCall)
ApiStatus WaitForCam(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerPos(Evt *script, b32 isInitialCall)
ApiStatus UseSettingsFrom(Evt *script, b32 isInitialCall)
ApiStatus SetPanTarget(Evt *script, b32 isInitialCall)
ApiStatus SetCamSpeed(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:225
#define Float(DOUBLE)
Definition macros.h:47
#define Thread
Marks the start of a thread block.
Definition macros.h:556
#define EndThread
Marks the end of a thread block.
Definition macros.h:559
#define LVar2
Definition macros.h:146
#define LVar1
Definition macros.h:145
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:588
#define LVar0
Definition macros.h:144
#define Return
Kills the current EVT thread.
Definition macros.h:229

Referenced by entity_Chest_adjust_camera().

◆ Entity_Chest_AdjustCam_KZN

EvtScript Entity_Chest_AdjustCam_KZN
Initial value:
= {
Call(AdjustCam, 0, Float(8.0), 0, Float(210.0), Float(21.0), Float(-16.0))
}
ApiStatus AdjustCam(Evt *script, b32 isInitialCall)

Referenced by entity_Chest_adjust_camera().

◆ Entity_Chest_AdjustCam_TIK

EvtScript Entity_Chest_AdjustCam_TIK
Initial value:
= {
Call(AdjustCam, 0, Float(8.0), 0, Float(300.0), Float(17.5), Float(-9.5))
}

Referenced by entity_Chest_adjust_camera().

◆ Entity_Chest_LidMtx

Mtx Entity_Chest_LidMtx
extern

Referenced by entity_Chest_setupGfx().

◆ Entity_Chest_RenderBox

Gfx Entity_Chest_RenderBox[]
extern

◆ Entity_Chest_RenderLid

Gfx Entity_Chest_RenderLid[]
extern

Referenced by entity_Chest_setupGfx().

◆ Entity_Chest_RenderScript

◆ Entity_Chest_ResetCam_Default

EvtScript Entity_Chest_ResetCam_Default
Initial value:
= {
Call(ResetCam, 0, 3)
}
ApiStatus ResetCam(Evt *script, b32 isInitialCall)

Referenced by entity_Chest_reset_camera().

◆ Entity_Chest_ResetCam_ISK

EvtScript Entity_Chest_ResetCam_ISK
Initial value:

Referenced by entity_Chest_reset_camera().

◆ Entity_Chest_Script

EntityScript Entity_Chest_Script
Initial value:
= {
es_SetCallback(NULL, 0)
}
void entity_Chest_start_bound_script(Entity *entity)
Definition Chest.c:401
void entity_Chest_begin_opening(Entity *entity)
Definition Chest.c:148
void entity_Chest_close(Entity *entity)
Definition Chest.c:214
void entity_Chest_clear_item_id(Entity *entity)
Definition Chest.c:427
void entity_Chest_check_opened(Entity *entity)
Definition Chest.c:111
void entity_Chest_idle(Entity *entity)
Definition Chest.c:121
void entity_Chest_open(Entity *entity)
Definition Chest.c:157
void entity_Chest_enable_player_input(Entity *entity)
Definition Chest.c:405
#define es_Call(func)
Definition entity.h:37
#define es_Restart
Definition entity.h:40
#define es_SetCallback(func, time)
Definition entity.h:38
#define es_End
Definition entity.h:35

◆ Entity_Chest_ScriptOpened

EntityScript Entity_Chest_ScriptOpened
Initial value:
= {
es_SetCallback(NULL, 0)
}

Referenced by entity_Chest_check_opened().

◆ Entity_GiantChest

EntityBlueprint Entity_GiantChest
Initial value:
= {
.flags = ENTITY_FLAG_4000,
.typeDataSize = sizeof(ChestData),
.renderCommandList = Entity_Chest_RenderScript,
.modelAnimationNodes = 0,
.updateEntityScript = Entity_GiantChest_Script,
.fpHandleCollision = NULL,
{ .dma = ENTITY_ROM(Chest) },
.entityType = ENTITY_TYPE_CHEST,
.aabbSize = { 50, 45, 46 }
}
void entity_GiantChest_init(Entity *entity)
Definition Chest.c:438
EntityScript Entity_GiantChest_Script
Definition Chest.c:453

◆ Entity_GiantChest_Script

EntityScript Entity_GiantChest_Script
Initial value:
= {
es_SetCallback(NULL, 0)
}
void entity_GiantChest_give_equipment(Entity *entity)
Definition Chest.c:358
void entity_GiantChest_hide_effect(Entity *entity)
Definition Chest.c:254
void entity_GiantChest_await_got_item(Entity *entity)
Definition Chest.c:412
void entity_GiantChest_open(Entity *entity)
Definition Chest.c:263
void entity_Chest_reset_camera(Entity *entity)
Definition Chest.c:78
void entity_Chest_adjust_camera(Entity *entity)
Definition Chest.c:60