Functions | |
s32 | count_targets (Actor *actor, s32 targetHomeIndex, s32 targetSelectionFlags) |
s32 | get_nearest_home_index (f32 x, f32 y, f32 z) |
void | set_goal_pos_to_part (ActorState *state, s32 actorID, s32 partID) |
void | set_part_goal_to_actor_part (ActorPartMovement *movement, s32 actorID, s32 partID) |
void | set_actor_current_position (s32 actorID, f32 x, f32 y, f32 z) |
void | set_part_absolute_position (s32 actorID, s32 partID, f32 x, f32 y, f32 z) |
void | set_actor_home_position (s32 actorID, f32 x, f32 y, f32 z) |
Actor * | get_actor (s32 actorID) |
Variables | |
s32 | IsGroupHeal |
s8 | ApplyingBuff |
s32 count_targets | ( | Actor * | actor, |
s32 | targetHomeIndex, | ||
s32 | targetSelectionFlags ) |
Actor * get_actor | ( | s32 | actorID | ) |
Referenced by btl_state_draw_select_target(), btl_state_update_first_strike(), btl_state_update_next_enemy(), btl_state_update_partner_striking_first(), btl_state_update_select_target(), calc_enemy_damage_target(), calc_enemy_test_target(), calc_item_check_hit(), calc_item_damage_enemy(), calc_partner_damage_enemy(), calc_partner_test_enemy(), calc_player_damage_enemy(), calc_player_test_enemy(), clear_part_flag_bits(), create_part_shadow(), create_target_list(), GetKoopaBrosWithState(), remove_part_shadow(), set_actor_anim(), set_actor_anim_rate(), set_actor_current_position(), set_actor_home_position(), set_actor_yaw(), set_goal_pos_to_part(), set_part_absolute_position(), set_part_flag_bits(), set_part_goal_to_actor_part(), and set_part_yaw().
s32 get_nearest_home_index | ( | f32 | x, |
f32 | y, | ||
f32 | z ) |
void set_actor_current_position | ( | s32 | actorID, |
f32 | x, | ||
f32 | y, | ||
f32 | z ) |
void set_actor_home_position | ( | s32 | actorID, |
f32 | x, | ||
f32 | y, | ||
f32 | z ) |
void set_goal_pos_to_part | ( | ActorState * | state, |
s32 | actorID, | ||
s32 | partID ) |
Referenced by dispatch_damage_event_partner(), and dispatch_damage_event_player().
void set_part_absolute_position | ( | s32 | actorID, |
s32 | partID, | ||
f32 | x, | ||
f32 | y, | ||
f32 | z ) |
void set_part_goal_to_actor_part | ( | ActorPartMovement * | movement, |
s32 | actorID, | ||
s32 | partID ) |
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