papermario
Decompilation of Paper Mario
 
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actors.c File Reference

Variables

PlayerCelebrationAnimOptions bPlayerCelebrations
 
u32 bMarioIdleAnims []
 
s32 bMarioDefendAnims []
 
s32 bMarioHideAnims []
 
s32 bPeachIdleAnims []
 
s32 bMarioDefenseTable []
 
s32 bPlayerStatusTable []
 
ActorBlueprint bPlayerActorBlueprint
 
ActorPartBlueprint bMarioParts []
 
Vec3s StandardActorHomePositions []
 
s32D_8028358C []
 

Variable Documentation

◆ bMarioDefendAnims

s32 bMarioDefendAnims[]
Initial value:
= {
}
BSS s32 PopupMenu_SelectedIndex
Definition 8a860_len_3f30.c:84
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2249
@ STATUS_KEY_THINKING
Definition enums.h:2253
@ STATUS_KEY_WEARY
Definition enums.h:2254
@ STATUS_KEY_PARALYZE
Definition enums.h:2230
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2246
@ STATUS_KEY_FROZEN
Definition enums.h:2232
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2247
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2239
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2244
@ STATUS_END
Definition enums.h:2225
@ STATUS_KEY_DANGER
Definition enums.h:2251
@ STATUS_KEY_SLEEP
Definition enums.h:2231
@ STATUS_KEY_STONE
Definition enums.h:2237
@ STATUS_KEY_STOP
Definition enums.h:2233
@ STATUS_KEY_INACTIVE
Definition enums.h:2243
@ STATUS_KEY_HUSTLE
Definition enums.h:2250
@ STATUS_KEY_DIZZY
Definition enums.h:2229
@ STATUS_KEY_14
Definition enums.h:2245
@ STATUS_KEY_BERSERK
Definition enums.h:2241
@ STATUS_KEY_NORMAL
Definition enums.h:2226

◆ bMarioDefenseTable

s32 bMarioDefenseTable[]
Initial value:
= {
}
@ ELEMENT_END
Definition enums.h:2143
@ ELEMENT_NORMAL
Definition enums.h:2144

Referenced by load_player_actor().

◆ bMarioHideAnims

◆ bMarioIdleAnims

◆ bMarioParts

ActorPartBlueprint bMarioParts[]
Initial value:
= {
{
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 32 },
.opacity = 255,
.idleAnimations = bMarioIdleAnims,
.defenseTable = bMarioDefenseTable,
},
}
s32 bMarioDefenseTable[]
Definition actors.c:128
u32 bMarioIdleAnims[]
Definition actors.c:53

Referenced by load_player_actor().

◆ bPeachIdleAnims

◆ bPlayerActorBlueprint

ActorBlueprint bPlayerActorBlueprint
Initial value:
= {
.maxHP = 99,
.statusTable = bPlayerStatusTable,
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.size = { 33, 43 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusTextOffset = { 10, 30 },
}
s32 bPlayerStatusTable[]
Definition actors.c:133

Referenced by load_player_actor().

◆ bPlayerCelebrations

PlayerCelebrationAnimOptions bPlayerCelebrations

◆ bPlayerStatusTable

s32 bPlayerStatusTable[]
Initial value:
= {
}
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2256
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2263
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2257
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2261
@ STATUS_KEY_STATIC
Definition enums.h:2236
@ STATUS_TURN_MOD_POISON
Definition enums.h:2262
@ STATUS_KEY_FEAR
Definition enums.h:2228
@ STATUS_TURN_MOD_STOP
Definition enums.h:2266
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2259
@ STATUS_KEY_SHRINK
Definition enums.h:2235
@ STATUS_KEY_POISON
Definition enums.h:2234
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2258
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2260
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2264
@ STATUS_KEY_DEFAULT
Definition enums.h:2227

Referenced by load_player_actor().

◆ D_8028358C

s32* D_8028358C[]
Initial value:
= {
(s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1,
}
s32 * D_8028358C[]
Definition actors.c:210

◆ StandardActorHomePositions

Vec3s StandardActorHomePositions[]
Initial value:
= {
[BTL_POS_GROUND_A] { 5, 0, -20 },
[BTL_POS_GROUND_B] { 45, 0, -5 },
[BTL_POS_GROUND_C] { 85, 0, 10 },
[BTL_POS_GROUND_D] { 125, 0, 25 },
[BTL_POS_AIR_A] { 10, 50, -20 },
[BTL_POS_AIR_B] { 50, 45, -5 },
[BTL_POS_AIR_C] { 90, 50, 10 },
[BTL_POS_AIR_D] { 130, 55, 25 },
[BTL_POS_HIGH_A] { 15, 85, -20 },
[BTL_POS_HIGH_B] { 55, 80, -5 },
[BTL_POS_HIGH_C] { 95, 85, 10 },
[BTL_POS_HIGH_D] { 135, 90, 25 },
[BTL_POS_TOP_A] { 15, 125, -20 },
[BTL_POS_TOP_B] { 55, 120, -5 },
[BTL_POS_TOP_C] { 95, 125, 10 },
[BTL_POS_TOP_D] { 135, 130, 25 },
[BTL_POS_CENTER] { 105, 0, 0 },
}
@ BTL_POS_GROUND_B
Definition battle.h:62
@ BTL_POS_AIR_B
Definition battle.h:66
@ BTL_POS_GROUND_D
Definition battle.h:64
@ BTL_POS_CENTER
Definition battle.h:77
@ BTL_POS_AIR_D
Definition battle.h:68
@ BTL_POS_AIR_A
Definition battle.h:65
@ BTL_POS_AIR_C
Definition battle.h:67
@ BTL_POS_GROUND_A
Definition battle.h:61
@ BTL_POS_HIGH_D
Definition battle.h:72
@ BTL_POS_GROUND_C
Definition battle.h:63
@ BTL_POS_TOP_A
Definition battle.h:73
@ BTL_POS_TOP_D
Definition battle.h:76
@ BTL_POS_HIGH_A
Definition battle.h:69
@ BTL_POS_TOP_C
Definition battle.h:75
@ BTL_POS_HIGH_C
Definition battle.h:71
@ BTL_POS_HIGH_B
Definition battle.h:70
@ BTL_POS_TOP_B
Definition battle.h:74

Referenced by create_actor().