papermario
Decompilation of Paper Mario
 
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functions.h File Reference

Data Structures

union  WorldArgs
 

Functions

f32 fabsf (f32 f)
 
f64 fabs (f64 f)
 
f32 cosine (s16 arg0)
 
void nuBoot (void)
 
void boot_idle (void *data)
 
void boot_main (void *data)
 
void is_debug_init (void)
 
void is_debug_panic (const char *message, char *file, s32 line)
 
f32 signF (f32 val)
 
s32 func_8002ACDC (void)
 
void load_obfuscation_shims (void)
 
void * heap_malloc (s32 size)
 
void * _heap_malloc (HeapNode *head, u32 size)
 
void * _heap_malloc_tail (HeapNode *head, u32 size)
 
u32 _heap_free (HeapNode *heapNodeList, void *addrToFree)
 
void * _heap_realloc (HeapNode *heapNodeList, void *addr, u32 newSize)
 
HeapNode_heap_create (HeapNode *addr, u32 size)
 
u32 dma_copy (Addr romStart, Addr romEnd, void *vramDest)
 
f32 rand_float (void)
 
void copy_matrix (Matrix4f src, Matrix4f dest)
 
s8 set_global_byte (s32 index, s32 value)
 
s32 get_global_byte (s32 index)
 
s32 set_global_flag (s32 index)
 
s32 clear_global_flag (s32 index)
 
s32 get_global_flag (s32 index)
 
s8 set_area_byte (s32 index, s32 value)
 
s32 get_area_byte (s32 index)
 
s32 set_area_flag (s32 index)
 
s32 clear_area_flag (s32 index)
 
s32 get_area_flag (s32 index)
 
Shadowget_shadow_by_index (s32 index)
 
s32 get_time_freeze_mode (void)
 
void render_player_model (void)
 
s16 get_game_mode (void)
 
s32 is_picking_up_item (void)
 
f32 integrate_gravity (void)
 
void gravity_use_fall_parms (void)
 
f32 get_clamped_angle_diff (f32, f32)
 
b32 startup_fade_screen_in (s16 subtractAlpha)
 
b32 startup_fade_screen_out (s16 addAlpha)
 
void startup_fade_screen_update (void)
 
u32 get_entity_type (s32 arg0)
 
Entityget_entity_by_index (s32 index)
 
s32 create_entity (EntityBlueprint *bp,...)
 
void entity_shattering_idle (Entity *entity)
 
void show_damage_fx (Actor *actor, f32 x, f32 y, f32 z, s32 damage)
 
s32 entity_raycast_down (f32 *, f32 *, f32 *, f32 *, f32 *, f32 *)
 
void step_game_loop (void)
 
s32 resume_all_group (s32 groupFlags)
 
f32 length2D (f32 x, f32 y)
 
void player_input_to_move_vector (f32 *angle, f32 *magnitude)
 
void game_input_to_move_vector (f32 *x, f32 *y)
 
void exec_ShakeCamX (s32 arg0, s32 arg1, s32 arg2, f32 arg3)
 
void exec_ShakeCam1 (s32 arg0, s32 arg1, s32 arg2)
 
f32 func_800E5348 (void)
 
void draw_number (s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
 
void set_entity_model_flags (s32 idx, s32 newFlags)
 
void clear_entity_model_flags (s32 idx, s32 newFlags)
 
void exec_entity_model_commandlist (s32 idx)
 
RenderTaskqueue_render_task (RenderTask *task)
 
s32 create_mesh_animator (s16 *animPos, s16 *animBuffer)
 
void load_mesh_animator_tree (s32 index, StaticAnimatorNode **tree)
 
void setup_pause_menu_tab (MenuWindowBP *bpArray, s32 arraySize)
 
s32 draw_ci_image_with_clipping (u8 *raster, s32 width, s32 height, s32 fmt, s32 bitDepth, u16 *palette, s16 posX, s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity)
 
void render_frame (s32 flag)
 
void clear_windows (void)
 
void update_window_hierarchy (s32 windowIndex, u8 arg1)
 
void get_msg_properties (s32 msgID, s32 *height, s32 *width, s32 *maxLineChars, s32 *numLines, s32 *maxLinesPerPage, s32 *arg6, u16 charset)
 
void replace_window_update (s32 idx, s8 arg1, WindowUpdateFunc pendingFunc)
 
void decode_yay0 (void *src, void *dst)
 
s32 ai_check_player_dist (Enemy *enemy, s32 arg1, f32 arg2, f32 arg3)
 
void pause_init (void)
 
void pause_handle_input (s32 buttonsPressed, s32 buttonsHeld)
 
void pause_cleanup (void)
 
void filemenu_init (s32)
 
void filemenu_cleanup (void)
 
void filemenu_update (void)
 
s32 func_80244BC4 (void)
 
void filemenu_set_selected (MenuPanel *menu, s32 col, s32 row)
 
void filemenu_set_cursor_alpha (s32 arg0)
 
void filemenu_set_cursor_goal_pos (s32 windowIndex, s32 posX, s32 posY)
 
u8 * filemenu_get_menu_message (s32 idx)
 
void gfx_task_background (void)
 
void update_enemy_shadows (void)
 
void update_hero_shadows (void)
 
void appendGfx_background_texture (void)
 
void appendGfx_enemy_actor (void *)
 
void appendGfx_enemy_actor_blur (void *)
 
void appendGfx_enemy_actor_reflection (void *)
 
void appendGfx_partner_actor (void *)
 
void appendGfx_partner_actor_blur (void *)
 
void appendGfx_partner_actor_reflection (void *)
 
void appendGfx_player_actor (void *)
 
void appendGfx_player_actor_blur (Actor *)
 
void appendGfx_player_actor_reflection (void *)
 
void force_disable_actor_blur (Actor *)
 
void player_handle_floor_collider_type (s32 colliderID)
 
f32 player_fall_distance (void)
 
void func_800E4AD8 (s32 arg0)
 
f32 player_check_collision_below (f32, s32 *colliderID)
 
s32 can_trigger_loading_zone (void)
 
void update_damage_popups (void)
 
void show_action_rating (s32, Actor *, f32, f32, f32)
 
s32 render_with_adjusted_palettes (s32, ActorPart *, s32, Matrix4f, s32)
 
HeapNodegeneral_heap_create (void)
 
void * general_heap_malloc (s32 size)
 
s32 general_heap_free (void *data)
 
s32 integer_log (s32 number, u32 base)
 
void set_battle_stage (s32)
 
void load_battle (s32)
 
void entity_Shadow_init (Shadow *entity)
 
void entity_SaveBlock_idle (Entity *entity)
 
void entity_SaveBlock_pause_game (void)
 
void entity_SaveBlock_resume_game (void)
 
void entity_SaveBlock_save_data (void)
 
void entity_SaveBlock_show_tutorial_message (Entity *entity)
 
void entity_SaveBlock_wait_for_close_tutorial (Entity *entity)
 
void entity_SaveBlock_show_choice_message (void)
 
void entity_SaveBlock_show_result_message (void)
 
void entity_SaveBlock_wait_for_close_result (Entity *entity)
 
void entity_SaveBlock_wait_for_close_choice (Entity *entity)
 
void entity_SaveBlock_init (Entity *entity)
 
void entity_GreenStompSwitch_idle (Entity *entity)
 
void entity_GreenStompSwitch_retract (Entity *entity)
 
void entity_GreenStompSwitch_extend (Entity *entity)
 
void entity_HugeBlueSwitch_idle (Entity *entity)
 
void entity_small_switch_idle (Entity *entity)
 
void entity_RedSwitch_wait_and_reset (Entity *entity)
 
void entity_base_switch_anim_init (Entity *entity)
 
s32 entity_RedSwitch_animate_scale (Entity *entity)
 
void entity_base_switch_start_bound_script (Entity *entity)
 
void entity_base_switch_animate_scale (Entity *entity)
 
void entity_base_switch_init (Entity *entity)
 
f32 entity_block_hit_init_scale (Entity *entity)
 
void entity_block_hit_animate_scale (Entity *entity)
 
s32 entity_block_handle_collision (Entity *entity)
 
void entity_BlueSwitch_init (Entity *entity)
 
void entity_HugeBlueSwitch_init (Entity *entity)
 
s32 dispatch_damage_event_actor_0 (Actor *actor, s32 damageAmount, s32 event)
 
MessagePrintStatemsg_get_printer_for_msg (s32 msgID, s32 *a1)
 
s32 msg_printer_load_msg (s32 msgID, MessagePrintState *printer)
 
void msg_printer_set_origin_pos (MessagePrintState *msgPrintState, s32 x, s32 y)
 
void get_screen_coords (s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
 
void parent_collider_to_model (s16 colliderID, s16 modelIndex)
 
void clone_model (u16 srcModelID, u16 newModelID)
 
struct Modelget_model_from_list_index (s32 listIndex)
 
s32 create_model_animator (s16 *animPos)
 
s32 get_model_list_index_from_tree_index (s32 treeIndex)
 
s32 get_transform_group_index (s32)
 
void get_model_center_and_size (u16 modelID, f32 *centerX, f32 *centerY, f32 *centerZ, f32 *sizeX, f32 *sizeY, f32 *sizeZ)
 
s32 collision_main_above (void)
 
void collision_lava_reset_check_additional_overlaps (void)
 
s32 player_test_lateral_overlap (s32, PlayerStatus *, f32 *, f32 *, f32 *, f32, f32)
 
Npcpeach_make_disguise_npc (s32 peachDisguise)
 
void peach_set_disguise_anim (AnimID)
 
s32 draw_box (s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity, u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void(*fpDrawContents)(s32, s32, s32, s32, s32, s32, s32), void *drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx)
 
s32 get_msg_width (s32 msgID, u16 charset)
 
s32 partner_can_open_world_menus (void)
 
s32 disable_player_static_collisions (void)
 
s32 disable_player_input (void)
 
void func_80027088 (s32)
 
void set_time_freeze_mode (s32)
 Time freeze modes: 0: normal 1: NPCs move, can't be interacted with 2: NPCs don't move, no partner ability, can't interact, can't use exits 3: NPCs don't more or animate 4: NPCs can move, animations don't update, can use exits.
 
s32 get_map_IDs_by_name (const char *mapName, s16 *areaID, s16 *mapID)
 
void transform_point (Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32 *outX, f32 *outY, f32 *outZ, f32 *outW)
 
void try_player_footstep_sounds (s32 arg0)
 
void phys_update_interact_collider (void)
 
void phys_reset_spin_history (void)
 
s32 phys_adjust_cam_on_landing (void)
 
s32 phys_should_player_be_sliding (void)
 
void phys_init_integrator_for_current_state (void)
 
void phys_player_land (void)
 
void phys_main_collision_below (void)
 
void phys_peach_update (void)
 
void check_input_spin (void)
 
b32 npc_test_move_simple_without_slipping (s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
 
void update_collider_transform (s16 colliderID)
 
void get_collider_center (s32 colliderID, f32 *x, f32 *y, f32 *z)
 
s32 is_another_trigger_bound (Trigger *, EvtScript *script)
 
Triggercreate_trigger (TriggerBlueprint *def)
 
s32 evt_trigger_on_activate_exec_script (Trigger *trigger)
 
Triggerget_trigger_by_id (s32 triggerID)
 
Actorget_actor (s32 actorID)
 
ActorPartget_actor_part (Actor *actor, s32 partID)
 
s32 add_coins (s32 amt)
 
s32 is_partner_ability_active (s32)
 
s32 count_power_plus (s32)
 
s32 phys_can_player_interact (void)
 
void ai_enemy_play_sound (Npc *npc, s32 arg1, s32 arg2)
 
HitID player_test_move_without_slipping (PlayerStatus *, f32 *, f32 *, f32 *, f32, f32, s32 *)
 
HitID player_test_move_with_slipping (PlayerStatus *playerStatus, f32 *posX, f32 *posY, f32 *posZ, f32 speed, f32 heading)
 
s32 evt_get_variable (Evt *script, Bytecode var)
 
s32 evt_set_variable (Evt *script, Bytecode var, s32 value)
 
f32 evt_get_float_variable (Evt *script, Bytecode var)
 
f32 evt_set_float_variable (Evt *script, Bytecode var, f32 value)
 
s32 evt_get_variable_index (Evt *script, s32 var)
 
void set_script_timescale (Evt *script, f32 timescale)
 
f32 sin_deg (f32 x)
 
f32 cos_deg (f32 x)
 
f32 sin_rad (f32 x)
 
f32 cos_rad (f32 x)
 
s32 round (f32)
 
f32 atan2 (f32 startX, f32 startZ, f32 endX, f32 endZ)
 
f32 clamp_angle (f32 theta)
 
s32 sign (s32 value)
 
b32 check_player_action_debug (void)
 
s32 battle_heap_create (void)
 
s32 test_ray_zones (f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *nx, f32 *ny, f32 *nz)
 
s32 test_ray_colliders (s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
 
s32 test_ray_entities (f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
 Test a general ray from a given starting position and direction against all entities.
 
void mem_clear (void *data, s32 numBytes)
 
void startup_set_fade_screen_color (s16 color)
 
void startup_set_fade_screen_alpha (s16 alpha)
 
f32 get_xz_dist_to_player (f32, f32)
 
void func_800E06C0 (s32)
 
void close_status_bar (void)
 
Evtfunc_802C39F8 (Evt *parentScript, Bytecode *nextLine, s32 newState)
 
Evtstart_child_script (Evt *parentScript, EvtScript *source, s32 initialState)
 
Evtrestart_script (Evt *script)
 
void clear_virtual_entity_list (void)
 
void reset_model_animators (void)
 
void init_virtual_entity_list (void)
 
void init_model_animators (void)
 
void play_model_animation (s32, s16 *)
 
s32 heap_free (void *ptr)
 
void load_battle_hit_asset (const char *hitName)
 
void load_data_for_models (struct ModelNode *model, s32 romOffset, s32 size)
 
void load_player_actor (void)
 
void btl_state_update_normal_start (void)
 
void btl_state_draw_normal_start (void)
 
void btl_state_update_begin_turn (void)
 
void btl_state_draw_begin_turn (void)
 
void btl_state_update_begin_player_turn (void)
 
void btl_state_draw_begin_player_turn (void)
 
void btl_state_update_switch_to_player (void)
 
void btl_state_draw_switch_to_player (void)
 
void btl_state_update_begin_partner_turn (void)
 
void btl_state_draw_begin_partner_turn (void)
 
void btl_state_update_switch_to_partner (void)
 
void btl_state_draw_switch_to_partner (void)
 
void btl_state_update_9 (void)
 
void btl_state_draw_9 (void)
 
void btl_state_update_prepare_menu (void)
 
void btl_state_draw_prepare_menu (void)
 
void btl_state_update_end_turn (void)
 
void btl_state_draw_end_turn (void)
 
void btl_state_update_1C (void)
 
void btl_state_draw_1C (void)
 
void btl_state_update_victory (void)
 
void btl_state_draw_victory (void)
 
void btl_state_update_end_training_battle (void)
 
void btl_state_draw_end_training_battle (void)
 
void btl_state_update_end_battle (void)
 
void btl_state_draw_end_battle (void)
 
void btl_state_update_defend (void)
 
void btl_state_draw_defend (void)
 
void btl_state_update_run_away (void)
 
void btl_state_draw_run_away (void)
 
void btl_state_update_defeat (void)
 
void btl_state_draw_defeat (void)
 
void btl_state_update_change_partner (void)
 
void btl_state_draw_change_partner (void)
 
void btl_state_update_player_move (void)
 
void btl_state_draw_player_move (void)
 
void btl_state_update_end_player_turn (void)
 
void btl_state_update_partner_move (void)
 
void btl_state_draw_end_player_turn (void)
 
void btl_state_draw_partner_move (void)
 
void btl_state_update_end_partner_turn (void)
 
void btl_state_draw_end_partner_turn (void)
 
void btl_state_update_next_enemy (void)
 
void btl_state_draw_next_enemy (void)
 
void btl_state_update_enemy_move (void)
 
void btl_state_draw_enemy_move (void)
 
void btl_state_update_first_strike (void)
 
void btl_state_draw_first_stike (void)
 
void btl_state_update_partner_striking_first (void)
 
void btl_state_draw_partner_striking_first (void)
 
void btl_state_update_enemy_striking_first (void)
 
void btl_state_draw_enemy_striking_first (void)
 
void btl_state_update_end_demo_battle (void)
 
void btl_state_draw_end_demo_battle (void)
 
void btl_state_update_player_menu (void)
 
void btl_state_draw_player_menu (void)
 
void btl_state_update_partner_menu (void)
 
void btl_state_draw_partner_menu (void)
 
void btl_state_update_peach_menu (void)
 
void btl_state_draw_peach_menu (void)
 
void btl_state_update_twink_menu (void)
 
void btl_state_draw_twink_menu (void)
 
void btl_state_update_select_target (void)
 
void btl_state_draw_select_target (void)
 
void btl_state_update_22 (void)
 
void btl_state_draw_22 (void)
 
void btl_state_update_celebration (void)
 
void btl_draw_upgrade_windows (s32)
 
void btl_state_draw_celebration (void)
 
void btl_bonk_cleanup (void)
 
void set_actor_anim_by_ref (Actor *, ActorPart *, AnimID)
 
void update_action_ratings (void)
 
void update_health_bars (void)
 
s32 btl_cam_is_moving_done (void)
 
void btl_popup_messages_update (void)
 
void btl_popup_messages_draw_world_geometry (void)
 
void func_80255FD8 (void)
 
void set_actor_glow_pal (Actor *actor, s32 arg1)
 
void btl_set_popup_duration (s32 duration)
 
void switch_to_partner (s32 arg0)
 
s8 get_current_partner_id (void)
 
void delete_trigger (Trigger *toDelete)
 
void kill_script_by_ID (s32 id)
 
void set_script_priority (Evt *script, s32 priority)
 
void set_script_group (Evt *script, s32 groupFlags)
 
void suspend_group_others (Evt *script, s32 groupFlags)
 
void resume_group_others (Evt *script, s32 groupFlags)
 
s32 suspend_all_script (s32 id)
 
s32 resume_all_script (s32 id)
 
s32 create_shadow_type (s32 type, f32 x, f32 y, f32 z)
 
s32 is_point_within_region (s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ)
 
PlayerDataget_player_data (void)
 
b32 npc_raycast_down_around (s32, f32 *, f32 *, f32 *, f32 *, f32, f32)
 
b32 npc_raycast_down_sides (s32 ignoreFlags, f32 *posX, f32 *posY, f32 *posZ, f32 *hitDepth)
 
s32 npc_raycast_up (s32, f32 *, f32 *, f32 *, f32 *)
 
HitID npc_raycast_up_corners (s32 ignoreFlags, f32 *posX, f32 *posY, f32 *posZ, f32 *hitDepth, f32 yaw, f32 radius)
 
s32 player_raycast_up_corners (PlayerStatus *, f32 *, f32 *, f32 *, f32 *, f32)
 
HitID player_raycast_below_cam_relative (PlayerStatus *playerStatus, f32 *outX, f32 *outY, f32 *outZ, f32 *outLength, f32 *hitRx, f32 *hitRz, f32 *hitDirX, f32 *hitDirZ)
 
b32 npc_test_move_taller_with_slipping (s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
 
b32 npc_test_move_simple_with_slipping (s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
 
s32 npc_test_move_complex_with_slipping (s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
 
EvtScriptpartner_get_enter_map_script (void)
 
void partner_handle_before_battle (void)
 
void partner_walking_update_player_tracking (Npc *partner)
 
void partner_walking_update_motion (Npc *partner)
 
void enable_partner_ai (void)
 
void partner_walking_enable (Npc *partner, s32 val)
 
void partner_flying_enable (Npc *partner, s32 val)
 
void partner_flying_update_player_tracking (Npc *partner)
 
s32 partner_is_flying (void)
 
void partner_flying_update_motion (Npc *partner)
 
void partner_clear_player_tracking (Npc *partner)
 
void partner_set_tether_distance (f32)
 
void btl_delete_player_actor (Actor *player)
 
s32 cancel_message (MessagePrintState *msgPrintState)
 
void set_message_images (MessageImageData *images)
 
void kill_all_scripts (void)
 
s32 does_script_exist (s32 id)
 
s32 does_script_exist_by_ref (Evt *script)
 
Evtstart_script (EvtScript *source, s32 priority, s32 initialState)
 
Evtstart_script_in_group (EvtScript *source, u8 priority, u8 initialState, u8 groupFlags)
 
f32 get_player_normal_yaw (void)
 
void set_standard_shadow_scale (Shadow *shadow, f32 scale)
 
void set_npc_shadow_scale (Shadow *shadow, f32 height, f32 npcRadius)
 
void set_npc_animation (Npc *npc, u32 animID)
 
void set_peach_shadow_scale (Shadow *shadow, f32 scale)
 
s32 is_block_on_ground (Entity *block)
 
void set_actor_anim (s32 actorID, s32 partID, AnimID animID)
 
void set_actor_anim_rate (s32 actorID, s32 partID, f32 rate)
 
void mdl_group_set_visibility (u16, s32, s32)
 
void init_enter_world_shared (void)
 
s16 update_enter_map_screen_overlay (s16 *progress)
 
s16 update_exit_map_screen_overlay (s16 *progress)
 
void set_screen_overlay_params_front (u8, f32)
 
void set_screen_overlay_params_back (u8, f32)
 
void set_screen_overlay_alpha (s32, f32)
 
void get_screen_overlay_params (s32, u8 *type, f32 *zoom)
 
void set_screen_overlay_color (s32, u8, u8, u8)
 
void set_screen_overlay_center (s32, s32, s32, s32)
 
s32 rand_int (s32)
 
void sort_items (void)
 Bubbles up player inventory items such that all ITEM_NONE values are at the bottom.
 
s32 is_ability_active (s32 arg0)
 
s32 is_starting_conversation (void)
 
f32 update_lerp (s32 easing, f32 start, f32 end, s32 elapsed, s32 duration)
 
void sin_cos_deg (f32 rad, f32 *outSinTheta, f32 *outCosTheta)
 
void set_main_pan_u (s32 texPannerID, s32 value)
 
void set_main_pan_v (s32 texPannerID, s32 value)
 
void set_aux_pan_u (s32 texPannerID, s32 value)
 
void set_aux_pan_v (s32 texPannerID, s32 value)
 
void enable_world_fog (void)
 
void set_world_fog_dist (s32 start, s32 end)
 
void set_world_fog_color (s32 r, s32 g, s32 b, s32 a)
 
s32 is_world_fog_enabled (void)
 
void get_world_fog_color (s32 *r, s32 *g, s32 *b, s32 *a)
 
void enable_entity_fog (void)
 
void set_entity_fog_dist (s32 start, s32 end)
 
void set_entity_fog_color (s32 r, s32 g, s32 b, s32 a)
 
struct ModelTransformGroupget_transform_group (s32 index)
 
void mdl_make_transform_group (u16 modelID)
 
void enable_transform_group (u16 modelID)
 
void disable_transform_group (u16 modelID)
 
void set_map_transition_effect (ScreenTransition)
 
void set_tex_panner (struct Model *model, s32 texPannerID)
 
void set_custom_gfx (s32 customGfxIndex, Gfx *pre, Gfx *post)
 
s32 make_item_entity (s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar)
 
s32 make_item_entity_delayed (s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar)
 
void set_item_entity_position (s32 itemEntityIndex, f32 x, f32 y, f32 z)
 
ItemEntityget_item_entity (s32 itemEntityIndex)
 
s32 make_item_entity_nodelay (s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar)
 
void set_item_entity_flags (s32 itemEntityIndex, s32 flag)
 
void clear_item_entity_flags (s32 index, s32 flags)
 
s32 create_worker_frontUI (void(*updateFunc)(void), void(*drawFunc)(void))
 
Workerget_worker (s32 idx)
 
Triggerbind_trigger_1 (EvtScript *script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority)
 
void set_cam_viewport (s16 id, s16 x, s16 y, s16 width, s16 height)
 
void disable_player_shadow (void)
 
void move_player (s32 duration, f32 heading, f32 speed)
 
s32 enable_player_input (void)
 
s32 enable_player_static_collisions (void)
 
b32 check_input_jump (void)
 
b32 check_input_hammer (void)
 
Npcresolve_npc (Evt *script, s32 npcIdOrPtr)
 
void enable_npc_blur (Npc *npc)
 
void disable_npc_blur (Npc *npc)
 
void enable_partner_blur (void)
 
void disable_partner_blur (void)
 
void partner_initialize_data (void)
 
f32 dist2D (f32 ax, f32 ay, f32 bx, f32 by)
 
f32 dist3D (f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz)
 
void add_vec2D_polar (f32 *x, f32 *y, f32 r, f32 theta)
 
enum AuResult bgm_set_track_volumes (s32 playerIndex, s16 trackVolSet)
 
enum AuResult bgm_clear_track_volumes (s32 playerIndex, s16 trackVolSet)
 
enum AuResult bgm_set_variation (s32 playerIndex, s16 arg1)
 
void bgm_quiet_max_volume (void)
 
void bgm_reset_max_volume (void)
 
void bgm_reset_volume (void)
 
s32 bgm_init_music_players (void)
 
s32 bgm_set_song (s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
 
void bgm_set_battle_song (s32, s32)
 
void bgm_push_battle_song (void)
 
s32 bgm_adjust_proximity (s32 playerIndex, s32 arg1, s16 arg2)
 
void func_801491E4 (Matrix4f mtx, s32, s32, s32, s32, s32 alpha)
 
s32 func_8014A964 (s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5)
 
void basic_window_update (s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
 
void basic_hidden_window_update (s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
 
void create_current_pos_target_list (Actor *actor)
 
void create_home_target_list (Actor *actor)
 
void set_actor_yaw (s32 actorID, s32 yaw)
 
void set_part_yaw (s32 actorID, s32 partID, s32 value)
 
void add_part_decoration (ActorPart *part, s32 decorationIndex, s32 decorationType)
 
void add_actor_decoration (Actor *actor, s32 decorationIndex, s32 decorationType)
 
void remove_part_decoration (ActorPart *part, s32 decorationIndex)
 
void remove_actor_decoration (Actor *actor, s32 decorationIndex)
 
s32 player_team_is_ability_active (Actor *actor, s32 ability)
 
void create_part_shadow (s32 actorID, s32 partID)
 
void remove_part_shadow (s32 actorID, s32 partID)
 
void create_part_shadow_by_ref (s32 arg0, ActorPart *part)
 
void spawn_drops (Enemy *enemy)
 
void set_part_pal_adjustment (ActorPart *, s32)
 
char * int_to_string (s32, char *, s32)
 
Evtget_script_by_index (s32 index)
 
Evtget_script_by_id (s32 id)
 
s32 partner_test_enemy_collision (Npc *enemy)
 
s32 get_lava_reset_pos (f32 *x, f32 *y, f32 *z)
 
void start_rumble (s32, s32)
 
void update_locomotion_state (void)
 
void start_rumble_type (u32)
 
void start_falling (void)
 
void start_bounce_a (void)
 
void start_bounce_b (void)
 
void update_input (void)
 
void update_max_rumble_duration (void)
 
void mdl_reset_transform_flags (void)
 
void update_workers (void)
 
void update_triggers (void)
 
void update_scripts (void)
 
void update_messages (void)
 
void update_entities (void)
 
void func_80138198 (void)
 
void bgm_update_music_settings (void)
 
s32 func_8014AD40 (void)
 
void update_ambient_sounds (void)
 
void update_windows (void)
 
void player_render_interact_prompts (void)
 
void func_802C3EE4 (void)
 
void render_screen_overlay_backUI (void)
 
void render_workers_backUI (void)
 
void render_effects_UI (void)
 
void render_window_root (void)
 
void render_messages (void)
 
void render_workers_frontUI (void)
 
void render_screen_overlay_frontUI (void)
 
void render_curtains (void)
 
void fio_init_flash (void)
 
void func_80028838 (void)
 
void clear_screen_overlays (void)
 
void bgm_reset_sequence_players (void)
 
void reset_ambient_sounds (void)
 
void poll_rumble (void)
 
void bgm_pop_song (void)
 
void bgm_push_song (s32 songID, s32 variation)
 
void bgm_pop_battle_song (void)
 
s32 play_ambient_sounds (s32 fadeInTime, s32 fadeOutTime)
 
s32 get_fortress_key_count (void)
 
s32 subtract_fortress_keys (s32 amt)
 
s32 add_star_points (s32 amt)
 
s32 add_star_pieces (s32 amt)
 
s32 make_item_entity_at_player (s32 itemID, s32 arg1, s32 pickupMsgFlags)
 
void set_action_state (s32 actionState)
 
s32 get_collider_flags (s32 colliderID)
 
void suggest_player_anim_always_forward (AnimID anim)
 
void suggest_player_anim_allow_backward (AnimID anim)
 
void subtract_hp (s32 amt)
 
void draw_status_ui (void)
 
void open_status_bar_slowly (void)
 
void suspend_all_group (s32 groupFlags)
 
void kill_script (Evt *instanceToKill)
 
void exec_entity_commandlist (Entity *entity)
 
void show_start_recovery_shimmer (f32 x, f32 y, f32 z, s32 arg3)
 
void show_recovery_shimmer (f32 x, f32 y, f32 z, s32 arg3)
 
void show_next_damage_popup (f32 x, f32 y, f32 z, s32 damageAmount, s32)
 
void add_xz_vec3f (Vec3f *vector, f32 speed, f32 angleDeg)
 
void add_xz_vec3f_copy1 (Vec3f *vector, f32 speed, f32 angleDeg)
 
void add_xz_vec3f_copy2 (Vec3f *vector, f32 speed, f32 angleDeg)
 
void play_movement_dust_effects (s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg)
 
void draw_prev_frame_buffer_at_screen_pos (s32, s32, s32, s32, f32)
 
void func_8013A4D0 (void)
 
void btl_draw_ui (void)
 
void btl_restore_world_cameras (void)
 
void btl_popup_messages_draw_ui (void)
 
void btl_cam_set_target_pos (f32, f32, f32)
 
void btl_cam_unfreeze (void)
 
void deduct_current_move_fp (void)
 
void load_partner_actor (void)
 
void dispatch_event_partner (s32)
 
void dispatch_event_player (s32)
 
s32 btl_are_all_enemies_defeated (void)
 
s32 btl_check_enemies_defeated (void)
 
s32 btl_check_player_defeated (void)
 
void btl_show_battle_message (s32 messageIndex, s32 duration)
 
void btl_update_ko_status (void)
 
void reset_actor_turn_info (void)
 
void startup_draw_prim_rect (s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
 
void startup_draw_prim_rect_COPY (s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
 
void btl_draw_prim_quad (u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7)
 
void reset_all_actor_sounds (Actor *)
 
void decrement_status_bar_disabled (void)
 
void increment_status_bar_disabled (void)
 
void btl_delete_actor (Actor *actor)
 
void create_status_debuff (s32, s32)
 
void create_status_static (s32, s32)
 
void create_status_transparent (s32, s32)
 
void remove_status_chill_out (s32)
 
void remove_status_debuff (s32)
 
void remove_status_icon_boost_hammer (s32)
 
void remove_status_icon_boost_jump (s32)
 
void remove_status_icon_boost_partner (s32)
 
void remove_status_icon_danger (s32)
 
void remove_status_icon_peril (s32)
 
void remove_status_icon_surprise (s32)
 
void remove_status_static (s32)
 
void remove_status_transparent (s32)
 
void remove_all_status_icons (s32)
 
s32 create_status_icon_set (void)
 
s32 find_item (s32)
 
void enable_background_wave (void)
 
void set_map_change_fade_rate (s16)
 
void load_map_by_IDs (s16 areaID, s16 mapID, s16 loadType)
 
void state_init_startup (void)
 
void state_step_startup (void)
 
void state_drawUI_startup (void)
 
void state_init_logos (void)
 
void state_step_logos (void)
 
void state_drawUI_logos (void)
 
void state_init_title_screen (void)
 
void state_step_title_screen (void)
 
void state_drawUI_title_screen (void)
 
void state_init_enter_demo (void)
 
void state_step_enter_world (void)
 
void state_init_change_map (void)
 
void state_step_change_map (void)
 
void state_drawUI_change_map (void)
 
void state_init_game_over (void)
 
void state_step_game_over (void)
 
void state_drawUI_game_over (void)
 
void state_init_enter_world (void)
 
void state_drawUI_enter_world (void)
 
void state_init_world (void)
 
void state_step_world (void)
 
void state_drawUI_world (void)
 
void state_init_battle (void)
 
void state_step_battle (void)
 
void state_drawUI_battle (void)
 
void state_init_end_battle (void)
 
void state_step_end_battle (void)
 
void state_drawUI_end_battle (void)
 
void state_init_pause (void)
 
void state_step_pause (void)
 
void state_drawUI_pause (void)
 
void state_init_unpause (void)
 
void state_step_unpause (void)
 
void state_drawUI_unpause (void)
 
void state_init_language_select (void)
 
void state_step_language_select (void)
 
void state_drawUI_language_select (void)
 
void state_init_exit_language_select (void)
 
void state_step_exit_language_select (void)
 
void state_drawUI_exit_language_select (void)
 
void state_init_file_select (void)
 
void state_step_file_select (void)
 
void state_drawUI_file_select (void)
 
void state_init_exit_file_select (void)
 
void state_step_exit_file_select (void)
 
void state_drawUI_exit_file_select (void)
 
void state_init_intro (void)
 
void state_step_intro (void)
 
void state_drawUI_intro (void)
 
void state_init_demo (void)
 
void state_step_demo (void)
 
void state_drawUI_demo (void)
 
void btl_set_player_idle_anims (void)
 
void shim_create_audio_system_obfuscated (void)
 
void shim_load_engine_data_obfuscated (void)
 
void shim_general_heap_create_obfuscated (void)
 
void shim_battle_heap_create_obfuscated (void)
 
void appendGfx_ispy_icon (void)
 
void interact_inspect_setup (void)
 
void interact_speech_setup (void)
 
void pulse_stone_notification_setup (void)
 
void appendGfx_speech_bubble (void)
 
void appendGfx_pulse_stone_icon (void)
 
void ispy_notification_setup (void)
 
void initialize_curtains (void)
 
void update_curtains (void)
 
void set_curtain_scale_goal (f32 scale)
 
void set_curtain_scale (f32 scale)
 
void set_curtain_draw_callback (void(*callback)(void))
 
void set_curtain_fade_goal (f32 fade)
 
void set_curtain_fade (f32 fade)
 
void crash_screen_init (void)
 
void crash_screen_set_draw_info (u16 *frameBufPtr, s16 width, s16 height)
 
void basic_ai_wander_init (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_wander (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_loiter (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_found_player_jump_init (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_found_player_jump (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_chase_init (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_chase (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_lose_player (Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
 
void basic_ai_suspend (Evt *script)
 
s32 create_worker_world (WorldArgs, WorldArgs)
 
void init_entity_models (void)
 
f32 phys_get_spin_history (s32 lag, s32 *x, s32 *y, s32 *z)
 
void imgfx_update (u32, ImgFXType, s32, s32, s32, s32, s32)
 
s32 imgfx_appendGfx_component (s32, ImgFXTexture *, u32, Matrix4f)
 
void imgfx_update_cache (void)
 
s32 imgfx_get_free_instances (s32)
 
void free_worker (s32)
 
s32 ai_check_fwd_collisions (Npc *npc, f32 arg1, f32 *arg2, f32 *arg3, f32 *arg4, f32 *arg5)
 
void basic_ai_loiter_init (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void PatrolAI_LoiterInit (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
s32 func_80263230 (Actor *, Actor *)
 
void set_part_glow_pal (ActorPart *, s32)
 
void clear_actor_static_pal_adjustments (Actor *)
 
void set_actor_flash_mode (Actor *actor, s32 arg1)
 
void remove_player_buffs (s32)
 
s32 is_actor_health_bar_visible (Actor *)
 
void sin_cos_rad (f32 rad, f32 *outSinTheta, f32 *outCosTheta)
 
void load_font (s32 font)
 
void load_font_data (Addr offset, u16 size, void *dest)
 
void * load_asset_by_name (const char *assetName, u32 *decompressedSize)
 
Gfx * mdl_get_copied_gfx (s32 copyIndex)
 
void mdl_get_copied_vertices (s32 copyIndex, Vtx **firstVertex, Vtx **copiedVertices, s32 *numCopied)
 
void mdl_draw_hidden_panel_surface (Gfx **arg0, u16 treeIndex)
 
s32 is_point_visible (f32 x, f32 y, f32 z, s32 depthQueryID, f32 *screenX, f32 *screenY)
 
void set_screen_overlay_center_worldpos (s32 idx, s32 posIdx, s32 x, s32 y, s32 z)
 
void * mdl_get_next_texture_address (s32)
 
s32 cancel_current_message (void)
 
void draw_msg (s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style)
 
void mdl_get_shroud_tint_params (u8 *r, u8 *g, u8 *b, u8 *a)
 
s32 entity_base_block_idle (Entity *entity)
 
void add_star_power (s32 amt)
 
s32 recover_hp (s32 amt)
 
s32 recover_fp (s32 amt)
 
s32 entity_can_collide_with_jumping_player (Entity *entity)
 
void entity_base_block_init (Entity *entity)
 
s32 entity_start_script (Entity *entity)
 
void init_item_entity_list (void)
 
void init_script_list (void)
 
void init_entity_data (void)
 
void init_trigger_list (void)
 
void partner_init_after_battle (s32 arg0)
 
void load_map_script_lib (void)
 
void remove_item_entity_by_index (s32 index)
 
void set_entity_commandlist (Entity *entity, s32 *entityScript)
 
s32 is_player_dismounted (void)
 
void func_800EF300 (void)
 
void func_800EF314 (void)
 
void func_800EF43C (void)
 
void func_800EF3E4 (void)
 
void enable_player_shadow (void)
 
s32 get_msg_lines (s32 messageID)
 
void set_window_properties (s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void *drawContents, void *drawContentsArg, s8 parent)
 
void set_window_update (s32 panelID, s32)
 
void set_windows_visible (s32 groupIdx)
 
void partner_disable_input (void)
 
void partner_set_goal_pos (s32 x, s32 z)
 
void close_message (MessagePrintState *msgPrintState)
 
void show_foreground_models_unchecked (void)
 
void hide_foreground_models_unchecked (void)
 
void show_foreground_models (void)
 
void hide_foreground_models (void)
 
void btl_set_state (s32 battleState)
 
void draw_entity_model_A (s32, Mtx *)
 
void draw_entity_model_B (s32, Mtx *, s32, Vec3s *)
 
void draw_entity_model_C (s32, Mtx *)
 
void draw_entity_model_D (s32, Mtx *, s32, Vec3s *)
 
void draw_entity_model_E (s32, Mtx *)
 
void free_entity_model_by_index (s32 idx)
 
void btl_cam_use_preset (s32)
 
void btl_cam_set_params (b16, s16, s16, s16, s32, s32, s32, s32)
 
void btl_cam_set_zoffset (s16)
 
void btl_cam_target_actor (s32)
 
void btl_cam_set_zoom (s16)
 
void btl_cam_move (s16)
 
void btl_cam_disable_clamp_x (void)
 
void initialize_battle (void)
 
void dispatch_event_actor (Actor *, s32)
 
s32 dispatch_damage_event_actor_1 (Actor *actor, s32 damageAmount, s32 event)
 
void reset_battle_status (void)
 
void btl_show_variable_battle_message (s32, s32, s32)
 
s32 btl_is_popup_displayed (void)
 
void btl_cam_use_preset_immediately (s32)
 
s32 inflict_status (Actor *, s32, s32)
 
s32 try_inflict_status (Actor *, s32, s32)
 
s32 inflict_status_set_duration (Actor *actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration)
 
void mdl_set_all_tint_type (s32)
 
void load_model_animator_tree (s32, StaticAnimatorNode **)
 
s32 inflict_partner_ko (Actor *target, s32 statusTypeKey, s32 duration)
 
s32 get_defense (Actor *actor, s32 *defenseTable, s32 elementFlags)
 
void btl_popup_messages_init (void)
 
void remove_all_effects (void)
 
void update_effects (void)
 
void update_cameras (void)
 
void clear_render_tasks (void)
 
void clear_worker_list (void)
 
void clear_printers (void)
 
void clear_item_entity_data (void)
 
void clear_player_data (void)
 
void phys_update_jump (void)
 
void phys_update_falling (void)
 
void check_input_midair_jump (void)
 
void collision_check_player_overlaps (void)
 
void update_player_input (void)
 
void phys_update_action_state (void)
 
void collision_main_lateral (void)
 
void handle_floor_behavior (void)
 
void check_input_open_menus (void)
 
void check_input_status_bar (void)
 
void update_player (void)
 
void enforce_hpfp_limits (void)
 
s32 should_collider_allow_interact (s32)
 
void show_coin_counter (void)
 
s32 add_item (s32 itemID)
 
s32 add_badge (s32 itemID)
 
void hide_coin_counter_immediately (void)
 
void hide_popup_menu (void)
 
void destroy_popup_menu (void)
 
void reset_player_status (void)
 
void player_reset_data (void)
 
void partner_reset_data (void)
 
s32 has_valid_conversation_npc (void)
 
s32 func_800E06D8 (void)
 
void func_800E01DC (void)
 
void collision_lateral_peach (void)
 
void func_800E5520 (void)
 
void clear_world_menus (void)
 
void setup_status_bar_for_battle (void)
 
void enable_status_bar_input (void)
 
void disable_status_bar_input (void)
 
b32 can_control_status_bar (void)
 
void status_bar_respond_to_changes (void)
 
void status_bar_always_show_on (void)
 
void status_bar_always_show_off (void)
 
void func_800F0C9C (void)
 
void func_800F0CB0 (s32, f32, f32, f32)
 
void func_800F0D5C (void)
 
void func_800F0D80 (void)
 
void func_800F102C (void)
 
s32 get_item_count (void)
 
s32 get_stored_empty_count (void)
 
s32 get_stored_count (void)
 
s32 get_item_empty_count (void)
 
void shop_open_item_select_popup (s32 mode)
 
void hide_coin_counter (void)
 
void set_message_text_var (s32 msgID, s32 index)
 
void set_message_int_var (s32 value, s32 index)
 
s32 store_item (s32 itemID)
 
void open_status_bar_quickly (void)
 
void show_immune_bonk (f32 x, f32 y, f32 z, s32, s32, s32)
 
void show_primary_damage_popup (f32 x, f32 y, f32 z, s32 attack, s32 a)
 
s32 dispatch_damage_event_partner (s32 damageAmount, s32 event, s32 stopMotion)
 
void disable_actor_blur (Actor *)
 
void reset_actor_blur (Actor *)
 
void enable_actor_blur (Actor *)
 
void apply_shock_effect (Actor *)
 
void part_glow_off (s32, ActorPart *, s32 yaw, b32 arg3)
 
void part_flash_off (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
void part_flash_on (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
void _add_part_decoration (ActorPart *)
 
void _remove_part_decoration (ActorPart *part, s32 decorationIndex)
 
void remove_part_decor_none (ActorPart *, s32)
 
void remove_part_decor_golden_flames (ActorPart *, s32)
 
void remove_part_decor_sweat (ActorPart *, s32)
 
void remove_part_decor_seeing_stars (ActorPart *, s32)
 
void remove_part_decor_red_flames (ActorPart *, s32)
 
void remove_part_decor_smoky_trail (ActorPart *, s32)
 
void remove_part_decor_fiery_trail (ActorPart *, s32)
 
void remove_part_decor_whirlwind (ActorPart *, s32)
 
void remove_part_decor_steam (ActorPart *, s32)
 
void remove_part_decor_sparkles (ActorPart *, s32)
 
void remove_part_decor_bowser_aura (ActorPart *, s32)
 
void remove_part_decor_radiating_stars (ActorPart *, s32)
 
void status_bar_ignore_changes (void)
 
void imgfx_release_instance (u32)
 
void set_script_flags (Evt *script, s32 flags)
 
void clear_script_flags (Evt *script, s32 flags)
 
void disable_player_blur (void)
 
void enable_player_blur (void)
 
void reset_player_blur (void)
 
void force_disable_player_blur (void)
 
void force_disable_player_blur_immediately (void)
 
void func_8023E104 (void)
 
void func_8023E11C (void)
 
void set_goal_pos_to_part (ActorState *state, s32 actorID, s32 partID)
 
void init_encounters_ui (void)
 
void initialize_collision (void)
 
void render_entities (void)
 
void render_player (void)
 
void render_workers_world (void)
 
void render_effects_world (void)
 
s32 get_asset_offset (char *, s32 *)
 
void initialize_status_bar (void)
 
void status_bar_start_blinking_fp (void)
 
s32 is_status_bar_visible (void)
 
void status_bar_start_blinking_starpoints (void)
 
void status_bar_stop_blinking_starpoints (void)
 
void status_bar_start_blinking_hp (void)
 
void status_bar_start_blinking_sp (void)
 
void status_bar_stop_blinking_fp (void)
 
void status_bar_stop_blinking_hp (void)
 
void status_bar_stop_blinking_sp (void)
 
void status_bar_start_blinking_sp_bars (s32 numBarsToBlink)
 
void status_bar_draw_number (s32 iconID, s32 x, s32 y, s32 value, s32 numDigits)
 
void status_bar_draw_stat (s32 id, s32 x, s32 y, s32, s32)
 
void set_background_size (s16, s16, s16, s16)
 
void set_background (BackgroundHeader *)
 
void set_max_star_power (s8)
 
void sync_status_bar (void)
 
void create_cameras (void)
 
void func_80045AC0 (void)
 
void func_8005AF84 (void)
 
void npc_follow_init (Npc *, s32, FollowAnims *, f32, f32, s32, s32)
 
void npc_update_npc_tracking (Npc *)
 
void npc_follow_npc (Npc *)
 
void create_encounters (void)
 
void update_encounters_neutral (void)
 
void update_encounters_pre_battle (void)
 
void update_encounters_conversation (void)
 
void update_encounters_post_battle (void)
 
void load_map_bg (char *optAssetName)
 
void reset_background_settings (void)
 
void func_80138188 (void)
 
void func_80266970 (Actor *)
 
void show_actor_health_bar (Actor *)
 
void hide_actor_health_bar (Actor *)
 
void clear_part_pal_adjustment (ActorPart *)
 
void calculate_camera_yinterp_rate (void)
 
void load_tattle_flags (s32)
 
s32 use_consumable (s32 invSlot)
 
void remove_consumable (void)
 
void delete_shadow (s32)
 
void partner_reset_tether_distance (void)
 
void save_tattle_flags (s32)
 
void update_merlee_messages (void)
 
void draw_merlee_messages (void)
 
void show_merlee_message (s16, s16)
 
s32 is_merlee_message_done (void)
 
void close_action_command_instruction_popup (void)
 
void draw_encounters_conversation (void)
 
void draw_encounters_post_battle (void)
 
void draw_encounters_pre_battle (void)
 
void draw_encounters_neutral (void)
 
void show_first_strike_message (void)
 
void entity_upgrade_block_hide_content (s32)
 
s32 lookup_defense (s32 *, s32)
 
s32 lookup_status_chance (s32 *, s32)
 
void peach_check_for_parasol_input (void)
 
void peach_sync_disguise_npc (void)
 
s32 check_conversation_trigger (void)
 
void clear_player_status (void)
 
void clear_entity_models (void)
 
void bind_entity_model_setupGfx (s32 idx, void *setupGfxCallbackArg0, void(*fpSetupGfxCallback)(void *))
 
void clear_animator_list (void)
 
void clear_model_data (void)
 
void init_sprite_shading_data (void)
 
void clear_sprite_shading_data (void)
 
void clear_character_set (void)
 
void clear_trigger_data (void)
 
void clear_script_list (void)
 
void clear_entity_data (b32)
 
void clear_effect_data (void)
 
void clear_saved_variables (void)
 
void clear_area_flags (void)
 
f32 get_player_normal_pitch (void)
 
void partner_kill_ability_script (void)
 
void func_800EF3D4 (s32)
 
void mdl_update_transform_matrices (void)
 
void mdl_group_set_custom_gfx (u16, s32, s32, b32)
 
void backup_map_collision_data (void)
 
void reset_status_bar (void)
 
void btl_save_world_cameras (void)
 
void load_battle_section (void)
 
void btl_update (void)
 
void update_item_entities (void)
 
void iterate_models (void)
 
void restore_map_collision_data (void)
 
void mdl_load_all_textures (struct ModelNode *model, s32 romOffset, s32 size)
 
void mdl_calculate_model_sizes (void)
 

Function Documentation

◆ _add_part_decoration()

void _add_part_decoration ( ActorPart * actorPart)

◆ _heap_create()

◆ _heap_free()

u32 _heap_free ( HeapNode * heapNodeList,
void * addrToFree )

◆ _heap_malloc()

◆ _heap_malloc_tail()

void * _heap_malloc_tail ( HeapNode * head,
u32 size )

◆ _heap_realloc()

void * _heap_realloc ( HeapNode * heapNodeList,
void * addr,
u32 newSize )

◆ _remove_part_decoration()

void _remove_part_decoration ( ActorPart * part,
s32 decorationIndex )

◆ add_actor_decoration()

void add_actor_decoration ( Actor * actor,
s32 decorationIndex,
s32 decorationType )

◆ add_badge()

s32 add_badge ( s32 itemID)

◆ add_coins()

s32 add_coins ( s32 amt)

◆ add_item()

s32 add_item ( s32 itemID)

◆ add_part_decoration()

void add_part_decoration ( ActorPart * part,
s32 decorationIndex,
s32 decorationType )

Referenced by add_actor_decoration().

◆ add_star_pieces()

s32 add_star_pieces ( s32 amt)

◆ add_star_points()

s32 add_star_points ( s32 amt)

◆ add_star_power()

void add_star_power ( s32 amt)

◆ add_vec2D_polar()

◆ add_xz_vec3f()

void add_xz_vec3f ( Vec3f * vector,
f32 speed,
f32 angleDeg )

◆ add_xz_vec3f_copy1()

void add_xz_vec3f_copy1 ( Vec3f * vector,
f32 speed,
f32 angleDeg )

◆ add_xz_vec3f_copy2()

void add_xz_vec3f_copy2 ( Vec3f * vector,
f32 speed,
f32 angleDeg )

◆ ai_check_fwd_collisions()

s32 ai_check_fwd_collisions ( Npc * npc,
f32 arg1,
f32 * arg2,
f32 * arg3,
f32 * arg4,
f32 * arg5 )

◆ ai_check_player_dist()

s32 ai_check_player_dist ( Enemy * enemy,
s32 arg1,
f32 arg2,
f32 arg3 )

◆ ai_enemy_play_sound()

◆ appendGfx_background_texture()

void appendGfx_background_texture ( void )
Bug
xh = 2 * bgXOffset + (bgMinX - 1) * 4
Bug
xh = 2 * bgXOffset + (bgMinX - 1) * 4

Referenced by gfx_draw_background().

◆ appendGfx_enemy_actor()

void appendGfx_enemy_actor ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_enemy_actor_blur()

void appendGfx_enemy_actor_blur ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_enemy_actor_reflection()

void appendGfx_enemy_actor_reflection ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_ispy_icon()

void appendGfx_ispy_icon ( void )

Referenced by render_ispy_icon().

◆ appendGfx_partner_actor()

void appendGfx_partner_actor ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_partner_actor_blur()

void appendGfx_partner_actor_blur ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_partner_actor_reflection()

void appendGfx_partner_actor_reflection ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_player_actor()

void appendGfx_player_actor ( void * arg0)

Referenced by btl_render_actors().

◆ appendGfx_player_actor_blur()

void appendGfx_player_actor_blur ( Actor * actor)

Referenced by btl_render_actors().

◆ appendGfx_player_actor_reflection()

void appendGfx_player_actor_reflection ( void * arg0)

Referenced by btl_render_actors().

◆ appendGfx_pulse_stone_icon()

void appendGfx_pulse_stone_icon ( void )

Referenced by render_pulse_stone_icon().

◆ appendGfx_speech_bubble()

void appendGfx_speech_bubble ( void )

◆ apply_shock_effect()

◆ atan2()

f32 atan2 ( f32 startX,
f32 startZ,
f32 endX,
f32 endZ )

◆ backup_map_collision_data()

void backup_map_collision_data ( void )

◆ basic_ai_chase()

void basic_ai_chase ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_chase_init()

void basic_ai_chase_init ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_found_player_jump()

void basic_ai_found_player_jump ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_found_player_jump_init()

void basic_ai_found_player_jump_init ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_loiter()

void basic_ai_loiter ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_loiter_init()

void basic_ai_loiter_init ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ basic_ai_lose_player()

void basic_ai_lose_player ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_suspend()

void basic_ai_suspend ( Evt * script)

◆ basic_ai_wander()

void basic_ai_wander ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_ai_wander_init()

void basic_ai_wander_init ( Evt * script,
MobileAISettings * npcAISettings,
EnemyDetectVolume * territory )

◆ basic_hidden_window_update()

void basic_hidden_window_update ( s32 windowIndex,
s32 * flags,
s32 * posX,
s32 * posY,
s32 * posZ,
f32 * scaleX,
f32 * scaleY,
f32 * rotX,
f32 * rotY,
f32 * rotZ,
s32 * darkening,
s32 * opacity )

◆ basic_window_update()

void basic_window_update ( s32 windowIndex,
s32 * flags,
s32 * posX,
s32 * posY,
s32 * posZ,
f32 * scaleX,
f32 * scaleY,
f32 * rotX,
f32 * rotY,
f32 * rotZ,
s32 * darkening,
s32 * opacity )

◆ battle_heap_create()

◆ bgm_adjust_proximity()

s32 bgm_adjust_proximity ( s32 playerIndex,
s32 arg1,
s16 arg2 )

◆ bgm_clear_track_volumes()

enum AuResult bgm_clear_track_volumes ( s32 playerIndex,
s16 trackVolSet )

◆ bgm_init_music_players()

s32 bgm_init_music_players ( void )

Referenced by state_step_startup().

◆ bgm_pop_battle_song()

void bgm_pop_battle_song ( void )

◆ bgm_pop_song()

void bgm_pop_song ( void )

◆ bgm_push_battle_song()

void bgm_push_battle_song ( void )

◆ bgm_push_song()

void bgm_push_song ( s32 songID,
s32 variation )

◆ bgm_quiet_max_volume()

void bgm_quiet_max_volume ( void )

Referenced by state_step_pause().

◆ bgm_reset_max_volume()

void bgm_reset_max_volume ( void )

Referenced by state_step_unpause().

◆ bgm_reset_sequence_players()

void bgm_reset_sequence_players ( void )

Referenced by load_engine_data().

◆ bgm_reset_volume()

void bgm_reset_volume ( void )

Referenced by state_step_startup().

◆ bgm_set_battle_song()

void bgm_set_battle_song ( s32 songID,
s32 variation )

◆ bgm_set_song()

◆ bgm_set_track_volumes()

enum AuResult bgm_set_track_volumes ( s32 playerIndex,
s16 trackVolSet )

◆ bgm_set_variation()

enum AuResult bgm_set_variation ( s32 playerIndex,
s16 arg1 )

◆ bgm_update_music_settings()

void bgm_update_music_settings ( void )

Referenced by step_game_loop().

◆ bind_entity_model_setupGfx()

void bind_entity_model_setupGfx ( s32 idx,
void * setupGfxCallbackArg0,
void(*)(void *) fpSetupGfxCallback )

◆ bind_trigger_1()

Trigger * bind_trigger_1 ( EvtScript * script,
s32 flags,
s32 triggerFlagIndex,
s32 triggerVar0,
s32 triggerVar1,
s32 priority )

◆ boot_idle()

void boot_idle ( void * data)

◆ boot_main()

void boot_main ( void * data)

◆ btl_are_all_enemies_defeated()

s32 btl_are_all_enemies_defeated ( void )

◆ btl_bonk_cleanup()

void btl_bonk_cleanup ( void )

Referenced by btl_update().

◆ btl_cam_disable_clamp_x()

void btl_cam_disable_clamp_x ( void )

◆ btl_cam_is_moving_done()

◆ btl_cam_move()

◆ btl_cam_set_params()

void btl_cam_set_params ( b16 skipRecalc,
s16 dist,
s16 fovScale,
s16 pitch,
s32 yaw,
s32 offsetY,
s32 unkParam7,
s32 zoomPercent )

◆ btl_cam_set_target_pos()

void btl_cam_set_target_pos ( f32 x,
f32 y,
f32 z )

◆ btl_cam_set_zoffset()

void btl_cam_set_zoffset ( s16 zOffset)

◆ btl_cam_set_zoom()

void btl_cam_set_zoom ( s16 zoom)

◆ btl_cam_target_actor()

◆ btl_cam_unfreeze()

void btl_cam_unfreeze ( void )

◆ btl_cam_use_preset()

◆ btl_cam_use_preset_immediately()

void btl_cam_use_preset_immediately ( s32 preset)

◆ btl_check_enemies_defeated()

◆ btl_check_player_defeated()

◆ btl_delete_actor()

◆ btl_delete_player_actor()

void btl_delete_player_actor ( Actor * player)

◆ btl_draw_prim_quad()

void btl_draw_prim_quad ( u8 r,
u8 g,
u8 b,
u8 a,
u16 left,
u16 top,
u16 arg6,
u16 arg7 )

◆ btl_draw_ui()

void btl_draw_ui ( void )

Referenced by state_drawUI_battle().

◆ btl_draw_upgrade_windows()

void btl_draw_upgrade_windows ( s32 phase)

◆ btl_is_popup_displayed()

◆ btl_popup_messages_draw_ui()

void btl_popup_messages_draw_ui ( void )

Referenced by btl_draw_ui().

◆ btl_popup_messages_draw_world_geometry()

void btl_popup_messages_draw_world_geometry ( void )

Referenced by btl_render_actors().

◆ btl_popup_messages_init()

void btl_popup_messages_init ( void )

Referenced by initialize_battle().

◆ btl_popup_messages_update()

void btl_popup_messages_update ( void )

Referenced by btl_update().

◆ btl_restore_world_cameras()

void btl_restore_world_cameras ( void )

Referenced by state_step_end_battle().

◆ btl_save_world_cameras()

void btl_save_world_cameras ( void )

Referenced by state_step_battle().

◆ btl_set_player_idle_anims()

void btl_set_player_idle_anims ( void )

◆ btl_set_popup_duration()

void btl_set_popup_duration ( s32 duration)

Referenced by action_command_free(), and update().

◆ btl_set_state()

◆ btl_show_battle_message()

◆ btl_show_variable_battle_message()

void btl_show_variable_battle_message ( s32 messageIndex,
s32 duration,
s32 varValue )

◆ btl_state_draw_1C()

void btl_state_draw_1C ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_22()

void btl_state_draw_22 ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_9()

void btl_state_draw_9 ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_begin_partner_turn()

void btl_state_draw_begin_partner_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_begin_player_turn()

void btl_state_draw_begin_player_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_begin_turn()

void btl_state_draw_begin_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_celebration()

void btl_state_draw_celebration ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_change_partner()

void btl_state_draw_change_partner ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_defeat()

void btl_state_draw_defeat ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_defend()

void btl_state_draw_defend ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_battle()

void btl_state_draw_end_battle ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_demo_battle()

void btl_state_draw_end_demo_battle ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_partner_turn()

void btl_state_draw_end_partner_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_player_turn()

void btl_state_draw_end_player_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_training_battle()

void btl_state_draw_end_training_battle ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_end_turn()

void btl_state_draw_end_turn ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_enemy_move()

void btl_state_draw_enemy_move ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_enemy_striking_first()

void btl_state_draw_enemy_striking_first ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_first_stike()

void btl_state_draw_first_stike ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_next_enemy()

void btl_state_draw_next_enemy ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_normal_start()

void btl_state_draw_normal_start ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_partner_menu()

void btl_state_draw_partner_menu ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_partner_move()

void btl_state_draw_partner_move ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_partner_striking_first()

void btl_state_draw_partner_striking_first ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_peach_menu()

void btl_state_draw_peach_menu ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_player_menu()

void btl_state_draw_player_menu ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_player_move()

void btl_state_draw_player_move ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_prepare_menu()

void btl_state_draw_prepare_menu ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_run_away()

void btl_state_draw_run_away ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_select_target()

void btl_state_draw_select_target ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_switch_to_partner()

void btl_state_draw_switch_to_partner ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_switch_to_player()

void btl_state_draw_switch_to_player ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_twink_menu()

void btl_state_draw_twink_menu ( void )

Referenced by btl_draw_ui().

◆ btl_state_draw_victory()

void btl_state_draw_victory ( void )

Referenced by btl_draw_ui().

◆ btl_state_update_1C()

void btl_state_update_1C ( void )

Referenced by btl_update().

◆ btl_state_update_22()

void btl_state_update_22 ( void )

Referenced by btl_update().

◆ btl_state_update_9()

void btl_state_update_9 ( void )

Referenced by btl_update().

◆ btl_state_update_begin_partner_turn()

void btl_state_update_begin_partner_turn ( void )

Referenced by btl_update().

◆ btl_state_update_begin_player_turn()

void btl_state_update_begin_player_turn ( void )

Referenced by btl_update().

◆ btl_state_update_begin_turn()

void btl_state_update_begin_turn ( void )

Referenced by btl_update().

◆ btl_state_update_celebration()

void btl_state_update_celebration ( void )

Referenced by btl_update().

◆ btl_state_update_change_partner()

void btl_state_update_change_partner ( void )

Referenced by btl_update().

◆ btl_state_update_defeat()

void btl_state_update_defeat ( void )

Referenced by btl_update().

◆ btl_state_update_defend()

void btl_state_update_defend ( void )

Referenced by btl_update().

◆ btl_state_update_end_battle()

void btl_state_update_end_battle ( void )

Referenced by btl_update().

◆ btl_state_update_end_demo_battle()

void btl_state_update_end_demo_battle ( void )

Referenced by btl_update().

◆ btl_state_update_end_partner_turn()

void btl_state_update_end_partner_turn ( void )

Referenced by btl_update().

◆ btl_state_update_end_player_turn()

void btl_state_update_end_player_turn ( void )

Referenced by btl_update().

◆ btl_state_update_end_training_battle()

void btl_state_update_end_training_battle ( void )

Referenced by btl_update().

◆ btl_state_update_end_turn()

void btl_state_update_end_turn ( void )

Referenced by btl_update().

◆ btl_state_update_enemy_move()

void btl_state_update_enemy_move ( void )

Referenced by btl_update().

◆ btl_state_update_enemy_striking_first()

void btl_state_update_enemy_striking_first ( void )

Referenced by btl_update().

◆ btl_state_update_first_strike()

void btl_state_update_first_strike ( void )

Referenced by btl_update().

◆ btl_state_update_next_enemy()

void btl_state_update_next_enemy ( void )

Referenced by btl_update().

◆ btl_state_update_normal_start()

void btl_state_update_normal_start ( void )

Referenced by btl_update().

◆ btl_state_update_partner_menu()

void btl_state_update_partner_menu ( void )

◆ btl_state_update_partner_move()

void btl_state_update_partner_move ( void )

Referenced by btl_update().

◆ btl_state_update_partner_striking_first()

void btl_state_update_partner_striking_first ( void )

Referenced by btl_update().

◆ btl_state_update_peach_menu()

void btl_state_update_peach_menu ( void )

◆ btl_state_update_player_menu()

void btl_state_update_player_menu ( void )

◆ btl_state_update_player_move()

void btl_state_update_player_move ( void )

Referenced by btl_update().

◆ btl_state_update_prepare_menu()

void btl_state_update_prepare_menu ( void )

Referenced by btl_update().

◆ btl_state_update_run_away()

void btl_state_update_run_away ( void )

Referenced by btl_update().

◆ btl_state_update_select_target()

void btl_state_update_select_target ( void )

Referenced by btl_update().

◆ btl_state_update_switch_to_partner()

void btl_state_update_switch_to_partner ( void )

Referenced by btl_update().

◆ btl_state_update_switch_to_player()

void btl_state_update_switch_to_player ( void )

Referenced by btl_update().

◆ btl_state_update_twink_menu()

void btl_state_update_twink_menu ( void )

◆ btl_state_update_victory()

void btl_state_update_victory ( void )

Referenced by btl_update().

◆ btl_update()

void btl_update ( void )

Referenced by state_step_battle().

◆ btl_update_ko_status()

void btl_update_ko_status ( void )

◆ calculate_camera_yinterp_rate()

void calculate_camera_yinterp_rate ( void )

◆ can_control_status_bar()

b32 can_control_status_bar ( void )

Referenced by check_input_status_bar().

◆ can_trigger_loading_zone()

s32 can_trigger_loading_zone ( void )

◆ cancel_current_message()

s32 cancel_current_message ( void )

Referenced by pre_battle().

◆ cancel_message()

s32 cancel_message ( MessagePrintState * msgPrintState)

Referenced by cancel_current_message().

◆ check_conversation_trigger()

s32 check_conversation_trigger ( void )

◆ check_input_hammer()

b32 check_input_hammer ( void )

◆ check_input_jump()

b32 check_input_jump ( void )

◆ check_input_midair_jump()

void check_input_midair_jump ( void )

Referenced by phys_update_standard().

◆ check_input_open_menus()

void check_input_open_menus ( void )

Referenced by update_player().

◆ check_input_spin()

void check_input_spin ( void )

◆ check_input_status_bar()

void check_input_status_bar ( void )

Referenced by update_player().

◆ check_player_action_debug()

b32 check_player_action_debug ( void )

◆ clamp_angle()

f32 clamp_angle ( f32 theta)

◆ clear_actor_static_pal_adjustments()

void clear_actor_static_pal_adjustments ( Actor * actor)

◆ clear_animator_list()

◆ clear_area_flag()

s32 clear_area_flag ( s32 index)

Referenced by evt_set_variable().

◆ clear_area_flags()

void clear_area_flags ( void )

Referenced by load_map_by_IDs().

◆ clear_character_set()

void clear_character_set ( void )

Referenced by load_engine_data().

◆ clear_effect_data()

◆ clear_entity_data()

◆ clear_entity_model_flags()

void clear_entity_model_flags ( s32 idx,
s32 newFlags )

Referenced by btl_bonk_update().

◆ clear_entity_models()

◆ clear_global_flag()

s32 clear_global_flag ( s32 index)

Referenced by evt_set_variable().

◆ clear_item_entity_data()

◆ clear_item_entity_flags()

void clear_item_entity_flags ( s32 index,
s32 flags )

◆ clear_model_data()

◆ clear_part_pal_adjustment()

void clear_part_pal_adjustment ( ActorPart * part)

◆ clear_player_data()

◆ clear_player_status()

◆ clear_printers()

◆ clear_render_tasks()

◆ clear_saved_variables()

◆ clear_screen_overlays()

void clear_screen_overlays ( void )

◆ clear_script_flags()

void clear_script_flags ( Evt * script,
s32 flags )

◆ clear_script_list()

◆ clear_sprite_shading_data()

◆ clear_trigger_data()

◆ clear_virtual_entity_list()

void clear_virtual_entity_list ( void )

Referenced by clear_script_list().

◆ clear_windows()

void clear_windows ( void )

◆ clear_worker_list()

◆ clear_world_menus()

void clear_world_menus ( void )

Referenced by player_reset_data().

◆ clone_model()

void clone_model ( u16 srcModelID,
u16 newModelID )

◆ close_action_command_instruction_popup()

void close_action_command_instruction_popup ( void )

◆ close_message()

void close_message ( MessagePrintState * msgPrintState)

◆ close_status_bar()

◆ collision_check_player_overlaps()

void collision_check_player_overlaps ( void )

Referenced by phys_update_standard().

◆ collision_lateral_peach()

void collision_lateral_peach ( void )

◆ collision_lava_reset_check_additional_overlaps()

void collision_lava_reset_check_additional_overlaps ( void )

◆ collision_main_above()

s32 collision_main_above ( void )

Referenced by phys_update_standard().

◆ collision_main_lateral()

void collision_main_lateral ( void )

◆ copy_matrix()

void copy_matrix ( Matrix4f src,
Matrix4f dest )

◆ cos_deg()

f32 cos_deg ( f32 x)

◆ cos_rad()

◆ cosine()

◆ count_power_plus()

s32 count_power_plus ( s32 damageType)

◆ crash_screen_init()

void crash_screen_init ( void )

Referenced by boot_main().

◆ crash_screen_set_draw_info()

void crash_screen_set_draw_info ( u16 * frameBufPtr,
s16 width,
s16 height )

Referenced by gfx_draw_frame().

◆ create_cameras()

◆ create_current_pos_target_list()

◆ create_encounters()

void create_encounters ( void )

Referenced by update_encounters().

◆ create_entity()

◆ create_home_target_list()

void create_home_target_list ( Actor * actor)

◆ create_mesh_animator()

s32 create_mesh_animator ( s16 * animPos,
s16 * animBuffer )

Referenced by load_split_entity_data().

◆ create_model_animator()

s32 create_model_animator ( s16 * animPos)

◆ create_part_shadow()

void create_part_shadow ( s32 actorID,
s32 partID )

◆ create_part_shadow_by_ref()

void create_part_shadow_by_ref ( s32 arg0,
ActorPart * part )

◆ create_shadow_type()

◆ create_status_debuff()

void create_status_debuff ( s32 iconID,
s32 statusID )

◆ create_status_icon_set()

s32 create_status_icon_set ( void )

◆ create_status_static()

void create_status_static ( s32 iconID,
s32 statusID )

◆ create_status_transparent()

void create_status_transparent ( s32 iconID,
s32 statusID )

◆ create_trigger()

Trigger * create_trigger ( TriggerBlueprint * def)

◆ create_worker_frontUI()

s32 create_worker_frontUI ( void(*)(void) updateFunc,
void(*)(void) drawFunc )

◆ create_worker_world()

◆ decode_yay0()

◆ decrement_status_bar_disabled()

◆ deduct_current_move_fp()

void deduct_current_move_fp ( void )

◆ delete_shadow()

◆ delete_trigger()

void delete_trigger ( Trigger * toDelete)

Referenced by evt_handle_unbind().

◆ destroy_popup_menu()

◆ disable_actor_blur()

void disable_actor_blur ( Actor * actor)

Referenced by disable_partner_blur().

◆ disable_npc_blur()

void disable_npc_blur ( Npc * npc)

◆ disable_partner_blur()

void disable_partner_blur ( void )

◆ disable_player_blur()

void disable_player_blur ( void )

◆ disable_player_input()

◆ disable_player_shadow()

void disable_player_shadow ( void )

◆ disable_player_static_collisions()

◆ disable_status_bar_input()

void disable_status_bar_input ( void )

◆ disable_transform_group()

void disable_transform_group ( u16 modelID)

◆ dispatch_damage_event_actor_0()

s32 dispatch_damage_event_actor_0 ( Actor * actor,
s32 damageAmount,
s32 event )

Referenced by btl_state_update_9().

◆ dispatch_damage_event_actor_1()

s32 dispatch_damage_event_actor_1 ( Actor * actor,
s32 damageAmount,
s32 event )

◆ dispatch_damage_event_partner()

s32 dispatch_damage_event_partner ( s32 damageAmount,
s32 event,
s32 stopMotion )

◆ dispatch_event_actor()

◆ dispatch_event_partner()

◆ dispatch_event_player()

◆ dist2D()

◆ dist3D()

f32 dist3D ( f32 ax,
f32 ay,
f32 az,
f32 bx,
f32 by,
f32 bz )

Referenced by update_triggers().

◆ dma_copy()

◆ does_script_exist()

◆ does_script_exist_by_ref()

s32 does_script_exist_by_ref ( Evt * script)

◆ draw_box()

s32 draw_box ( s32 flags,
WindowStyle windowStyle,
s32 posX,
s32 posY,
s32 posZ,
s32 width,
s32 height,
u8 opacity,
u8 darkening,
f32 scaleX,
f32 scaleY,
f32 rotX,
f32 rotY,
f32 rotZ,
void(*)(s32, s32, s32, s32, s32, s32, s32) fpDrawContents,
void * drawContentsArg0,
Matrix4f rotScaleMtx,
s32 translateX,
s32 translateY,
Matrix4f outMtx )

◆ draw_ci_image_with_clipping()

s32 draw_ci_image_with_clipping ( u8 * raster,
s32 width,
s32 height,
s32 fmt,
s32 bitDepth,
u16 * palette,
s16 posX,
s16 posY,
u16 clipULx,
u16 clipULy,
u16 clipLRx,
u16 clipRLy,
u8 opacity )

◆ draw_encounters_conversation()

void draw_encounters_conversation ( void )

Referenced by draw_encounter_ui().

◆ draw_encounters_neutral()

void draw_encounters_neutral ( void )

Referenced by draw_encounter_ui().

◆ draw_encounters_post_battle()

void draw_encounters_post_battle ( void )

Referenced by draw_encounter_ui().

◆ draw_encounters_pre_battle()

void draw_encounters_pre_battle ( void )

Referenced by draw_encounter_ui().

◆ draw_entity_model_A()

void draw_entity_model_A ( s32 modelIdx,
Mtx * transformMtx )

◆ draw_entity_model_B()

void draw_entity_model_B ( s32 modelIdx,
Mtx * transformMtx,
s32 vertexSegment,
Vec3s * vertexArray )

Referenced by render_entities(), and render_shadows().

◆ draw_entity_model_C()

void draw_entity_model_C ( s32 modelIdx,
Mtx * transformMtx )

◆ draw_entity_model_D()

void draw_entity_model_D ( s32 modelIdx,
Mtx * transformMtx,
s32 arg2,
Vec3s * vertexArray )

◆ draw_entity_model_E()

void draw_entity_model_E ( s32 modelIdx,
Mtx * transformMtx )

◆ draw_merlee_messages()

void draw_merlee_messages ( void )

Referenced by draw_encounter_ui().

◆ draw_msg()

void draw_msg ( s32 msgID,
s32 posX,
s32 posY,
s32 opacity,
s32 palette,
u8 style )

◆ draw_number()

◆ draw_prev_frame_buffer_at_screen_pos()

void draw_prev_frame_buffer_at_screen_pos ( s32 x1,
s32 y1,
s32 x2,
s32 y2,
f32 alpha )

◆ draw_status_ui()

void draw_status_ui ( void )

◆ enable_actor_blur()

void enable_actor_blur ( Actor * actor)

Referenced by enable_partner_blur().

◆ enable_background_wave()

void enable_background_wave ( void )

Referenced by EnableBackgroundWave().

◆ enable_entity_fog()

void enable_entity_fog ( void )

◆ enable_npc_blur()

void enable_npc_blur ( Npc * npc)

Referenced by partner_put_away().

◆ enable_partner_ai()

void enable_partner_ai ( void )

◆ enable_partner_blur()

void enable_partner_blur ( void )

◆ enable_player_blur()

void enable_player_blur ( void )

◆ enable_player_input()

◆ enable_player_shadow()

void enable_player_shadow ( void )

Referenced by func_802BC3A0_E2ECD0().

◆ enable_player_static_collisions()

◆ enable_status_bar_input()

void enable_status_bar_input ( void )

◆ enable_transform_group()

void enable_transform_group ( u16 modelID)

◆ enable_world_fog()

void enable_world_fog ( void )

◆ enforce_hpfp_limits()

void enforce_hpfp_limits ( void )

◆ entity_base_block_idle()

◆ entity_base_block_init()

◆ entity_base_switch_anim_init()

void entity_base_switch_anim_init ( Entity * entity)

◆ entity_base_switch_animate_scale()

void entity_base_switch_animate_scale ( Entity * entity)

◆ entity_base_switch_init()

void entity_base_switch_init ( Entity * entity)

◆ entity_base_switch_start_bound_script()

void entity_base_switch_start_bound_script ( Entity * entity)

◆ entity_block_handle_collision()

s32 entity_block_handle_collision ( Entity * entity)

◆ entity_block_hit_animate_scale()

void entity_block_hit_animate_scale ( Entity * entity)

◆ entity_block_hit_init_scale()

f32 entity_block_hit_init_scale ( Entity * entity)

◆ entity_BlueSwitch_init()

void entity_BlueSwitch_init ( Entity * entity)

◆ entity_can_collide_with_jumping_player()

s32 entity_can_collide_with_jumping_player ( Entity * entity)

◆ entity_GreenStompSwitch_extend()

void entity_GreenStompSwitch_extend ( Entity * entity)

◆ entity_GreenStompSwitch_idle()

void entity_GreenStompSwitch_idle ( Entity * entity)

◆ entity_GreenStompSwitch_retract()

void entity_GreenStompSwitch_retract ( Entity * entity)

◆ entity_HugeBlueSwitch_idle()

void entity_HugeBlueSwitch_idle ( Entity * entity)

◆ entity_HugeBlueSwitch_init()

void entity_HugeBlueSwitch_init ( Entity * entity)

◆ entity_raycast_down()

s32 entity_raycast_down ( f32 * x,
f32 * y,
f32 * z,
f32 * hitYaw,
f32 * hitPitch,
f32 * hitLength )

◆ entity_RedSwitch_animate_scale()

s32 entity_RedSwitch_animate_scale ( Entity * entity)

◆ entity_RedSwitch_wait_and_reset()

void entity_RedSwitch_wait_and_reset ( Entity * entity)

◆ entity_SaveBlock_idle()

void entity_SaveBlock_idle ( Entity * entity)

◆ entity_SaveBlock_init()

void entity_SaveBlock_init ( Entity * entity)

◆ entity_SaveBlock_pause_game()

void entity_SaveBlock_pause_game ( void )

◆ entity_SaveBlock_resume_game()

void entity_SaveBlock_resume_game ( void )

◆ entity_SaveBlock_save_data()

void entity_SaveBlock_save_data ( void )

◆ entity_SaveBlock_show_choice_message()

void entity_SaveBlock_show_choice_message ( void )

◆ entity_SaveBlock_show_result_message()

void entity_SaveBlock_show_result_message ( void )

◆ entity_SaveBlock_show_tutorial_message()

void entity_SaveBlock_show_tutorial_message ( Entity * entity)

◆ entity_SaveBlock_wait_for_close_choice()

void entity_SaveBlock_wait_for_close_choice ( Entity * entity)

◆ entity_SaveBlock_wait_for_close_result()

void entity_SaveBlock_wait_for_close_result ( Entity * entity)

◆ entity_SaveBlock_wait_for_close_tutorial()

void entity_SaveBlock_wait_for_close_tutorial ( Entity * entity)

◆ entity_Shadow_init()

void entity_Shadow_init ( Shadow * entity)

◆ entity_shattering_idle()

void entity_shattering_idle ( Entity * entity)

◆ entity_small_switch_idle()

void entity_small_switch_idle ( Entity * entity)

◆ entity_start_script()

◆ entity_upgrade_block_hide_content()

void entity_upgrade_block_hide_content ( s32 entityIndex)

◆ evt_get_float_variable()

◆ evt_get_variable()

s32 evt_get_variable ( Evt * script,
Bytecode var )

Referenced by _npc_jump_to(), _show_message(), animate_and_draw_record(), appendGfx_piranha_vines(), appendGfx_records(), appendGfx_ritual_card(), appendGfx_sticker(), apply_transform_to_children(), calculate_records(), card_worker_render(), card_worker_update(), check_input_open_menus(), check_input_status_bar(), evt_handle_add(), evt_handle_allocate_array(), evt_handle_AND(), evt_handle_AND_const(), evt_handle_bind(), evt_handle_bind_lock(), evt_handle_call(), evt_handle_case_equal(), evt_handle_case_equal_AND(), evt_handle_case_equal_OR(), evt_handle_case_greater(), evt_handle_case_greater_equal(), evt_handle_case_less(), evt_handle_case_less_equal(), evt_handle_case_not_equal(), evt_handle_case_range(), evt_handle_divide(), evt_handle_does_script_exist(), evt_handle_end_loop(), evt_handle_exec1(), evt_handle_exec1_get_id(), evt_handle_exec_wait(), evt_handle_get_Nth_float(), evt_handle_get_Nth_word(), evt_handle_goto(), evt_handle_if_AND(), evt_handle_if_equal(), evt_handle_if_greater(), evt_handle_if_greater_equal(), evt_handle_if_less(), evt_handle_if_less_equal(), evt_handle_if_not_AND(), evt_handle_if_not_equal(), evt_handle_jump(), evt_handle_kill(), evt_handle_mod(), evt_handle_multiply(), evt_handle_OR(), evt_handle_OR_const(), evt_handle_resume(), evt_handle_resume_all(), evt_handle_resume_others(), evt_handle_set_array(), evt_handle_set_flag_array(), evt_handle_set_float_buffer_ptr(), evt_handle_set_group(), evt_handle_set_int_buffer_ptr(), evt_handle_set_priority(), evt_handle_set_var(), evt_handle_subtract(), evt_handle_suspend(), evt_handle_suspend_all(), evt_handle_suspend_others(), evt_handle_switch(), evt_handle_wait(), func_80240DA4_9087D4(), func_80241610_990DF0(), func_80244F5C_8057DC(), get_spirits_rescued(), get_tattle(), GetCardOrientation(), GetPhonographData(), gfx_build_bubble_flower(), gfx_build_knocked_down_player(), gfx_build_rowf_rug_with_ripples(), gfx_build_splashes(), goto_map(), load_map_bg(), map_init(), pause_cleanup(), pause_handle_input(), pause_init(), pause_map_draw_contents(), pause_map_handle_input(), pause_map_init(), pause_map_update(), pause_stats_handle_input(), pause_tutorial_draw_contents(), phys_adjust_cam_on_landing(), player_jump(), ProjectileHitbox_GetUsableProjectileID(), Quizmo_CreateReactionEffect(), setup_gfx_bridge(), update_item_entity_pickup(), and update_status_bar().

◆ evt_get_variable_index()

s32 evt_get_variable_index ( Evt * script,
s32 var )

◆ evt_set_float_variable()

◆ evt_set_variable()

◆ evt_trigger_on_activate_exec_script()

s32 evt_trigger_on_activate_exec_script ( Trigger * trigger)

Referenced by bind_trigger(), and evt_handle_bind().

◆ exec_entity_commandlist()

void exec_entity_commandlist ( Entity * entity)

Referenced by action_update_use_spinning_flower(), entity_base_switch_animate_scale(), entity_BellbellPlant_idle(), entity_block_handle_collision(), entity_BlueWarpPipe_check_if_active(), entity_BlueWarpPipe_enter_pipe_update(), entity_BlueWarpPipe_idle(), entity_BlueWarpPipe_rise_up(), entity_BlueWarpPipe_wait_for_player_to_get_off(), entity_BlueWarpPipe_wait_player_move_to_center(), Entity_BoardedFloor_idle(), Entity_BoardedFloor_update_fragments(), entity_BombableRock_idle(), entity_BombableRock_update_fragments(), entity_Chest_idle(), entity_Chest_open(), entity_GiantChest_await_got_item(), entity_GiantChest_open(), entity_GreenStompSwitch_extend(), entity_GreenStompSwitch_idle(), entity_GreenStompSwitch_retract(), entity_HeartBlock_show_tutorial_message(), entity_HeartBlock_wait_for_close_tutorial(), entity_HeartBlockContent__anim_heal(), entity_HeartBlockContent_anim_idle(), entity_HiddenPanel_flip_over(), entity_HiddenPanel_idle(), entity_HugeBlueSwitch_idle(), entity_inactive_block_hit_anim(), entity_inactive_block_recoil_anim(), entity_ItemBlock_check_if_inactive(), entity_MulticoinBlock_idle(), entity_Padlock_idle(), entity_PinkFlower_idle(), entity_RedSwitch_animate_scale(), entity_RedSwitch_wait_and_reset(), entity_SaveBlock_show_tutorial_message(), entity_SaveBlock_wait_for_close_choice(), entity_SaveBlock_wait_for_close_result(), entity_SaveBlock_wait_for_close_tutorial(), entity_ScriptSpring_idle(), entity_shattering_idle(), entity_SimpleSpring_idle(), entity_small_switch_idle(), entity_StarBoxLauncher_check_launch(), entity_StarBoxLauncher_launch(), entity_TrumpetPlant_idle(), entity_WoodenCrate_idle(), entity_WoodenCrate_update_fragments(), func_802BB0A0_E2D9D0(), func_802BC050_E2E980(), and func_802BC99C_E312EC().

◆ exec_entity_model_commandlist()

◆ exec_ShakeCam1()

void exec_ShakeCam1 ( s32 arg0,
s32 arg1,
s32 arg2 )

◆ exec_ShakeCamX()

void exec_ShakeCamX ( s32 arg0,
s32 arg1,
s32 arg2,
f32 arg3 )

◆ fabs()

◆ fabsf()

f32 fabsf ( f32 f)

Referenced by action_update_run(), action_update_sliding(), action_update_use_spinning_flower(), action_update_use_tweester(), action_update_walk(), appendGfx_background_texture(), ArcsinDeg(), atan2(), AvoidPlayerAI_ChaseInit(), basic_ai_chase_init(), basic_ai_check_player_dist(), btl_main_menu_draw(), calculate_line_segment_intersection(), calculate_segment_intersection(), check_conversation_trigger(), clamp_angle(), CleftAI_CanSeePlayer(), collision_main_above(), collision_main_lateral(), create_shading_palette(), Entity_BoardedFloor_update_fragments(), entity_BombableRock_update_fragments(), entity_Chest_idle(), entity_shattering_idle(), entity_Signpost_idle(), entity_Tweester_has_reached_target(), entity_WoodenCrate_update_fragments(), FlyingAI_LosePlayer(), FlyingAI_Wander(), FlyingNoAttackAI_12(), get_clamped_angle_diff(), GuardAI_ChaseInit(), HoppingAI_Chase(), HoppingAI_Hop(), MagikoopaAI_CanShootSpell(), MeleeHitbox_CanSeePlayer(), npc_do_player_collision(), npc_find_closest(), npc_find_closest_simple(), npc_follow_npc(), npc_get_render_yaw(), npc_raycast_down(), npc_raycast_down_around(), npc_raycast_down_sides(), npc_test_move_complex_with_slipping(), npc_test_move_simple_with_slipping(), npc_test_move_simple_without_slipping(), npc_test_move_taller_with_slipping(), npc_try_apply_gravity(), npc_try_snap_to_ground(), partner_do_player_collision(), partner_flying_follow_player(), partner_flying_update_motion(), partner_get_out(), partner_move_to_goal(), partner_walking_follow_player(), partner_walking_update_motion(), PatrolAI_ChaseInit(), phys_is_on_sloped_ground(), phys_should_player_be_sliding(), player_check_collision_below(), player_raycast_below(), player_update_sprite(), ProjectileHitbox_GetUsableProjectileID(), red_tree_orbit_listener(), SentinelAI_ChaseInit(), SentinelAI_Descend(), sfx_compute_spatialized_sound_params_with_depth(), test_player_entity_aabb(), update_camera_from_controller(), update_camera_interp_pos(), update_encounters_neutral(), and update_unused_lead_amt().

◆ filemenu_cleanup()

void filemenu_cleanup ( void )

◆ filemenu_get_menu_message()

◆ filemenu_init()

void filemenu_init ( s32 arg0)

◆ filemenu_set_cursor_alpha()

void filemenu_set_cursor_alpha ( s32 arg0)

◆ filemenu_set_cursor_goal_pos()

◆ filemenu_set_selected()

◆ filemenu_update()

void filemenu_update ( void )

◆ find_item()

s32 find_item ( s32 itemID)
Returns
the index of the given item in the player's inventory, or -1 if not found

Referenced by btl_state_update_defeat().

◆ fio_init_flash()

void fio_init_flash ( void )

Referenced by load_engine_data().

◆ force_disable_actor_blur()

void force_disable_actor_blur ( Actor * actor)

◆ force_disable_player_blur()

void force_disable_player_blur ( void )

◆ force_disable_player_blur_immediately()

void force_disable_player_blur_immediately ( void )

◆ free_entity_model_by_index()

◆ free_worker()

void free_worker ( s32 idx)

Referenced by popup_menu_update().

◆ func_80027088()

void func_80027088 ( s32 )

◆ func_80028838()

void func_80028838 ( void )

Referenced by load_engine_data().

◆ func_8002ACDC()

s32 func_8002ACDC ( void )

◆ func_80045AC0()

void func_80045AC0 ( void )

◆ func_8005AF84()

void func_8005AF84 ( void )

◆ func_800E01DC()

void func_800E01DC ( void )

◆ func_800E06C0()

void func_800E06C0 ( s32 arg0)

Referenced by update_triggers().

◆ func_800E06D8()

s32 func_800E06D8 ( void )

◆ func_800E4AD8()

void func_800E4AD8 ( s32 arg0)

◆ func_800E5348()

◆ func_800E5520()

void func_800E5520 ( void )

Referenced by player_reset_data().

◆ func_800EF300()

◆ func_800EF314()

void func_800EF314 ( void )

◆ func_800EF3D4()

◆ func_800EF3E4()

void func_800EF3E4 ( void )

Referenced by entity_Chest_idle().

◆ func_800EF43C()

void func_800EF43C ( void )

◆ func_800F0C9C()

void func_800F0C9C ( void )

Referenced by render_player_model().

◆ func_800F0CB0()

void func_800F0CB0 ( s32 arg0,
f32 x,
f32 y,
f32 scale )

Referenced by update_status_bar().

◆ func_800F0D5C()

void func_800F0D5C ( void )

Referenced by initialize_status_bar().

◆ func_800F0D80()

void func_800F0D80 ( void )

Referenced by update_status_bar().

◆ func_800F102C()

void func_800F102C ( void )

Referenced by update_status_bar().

◆ func_80138188()

void func_80138188 ( void )

◆ func_80138198()

void func_80138198 ( void )

Referenced by step_game_loop().

◆ func_8013A4D0()

void func_8013A4D0 ( void )

◆ func_801491E4()

void func_801491E4 ( Matrix4f mtx,
s32 arg1,
s32 arg2,
s32 arg3,
s32 arg4,
s32 alpha )

◆ func_8014A964()

s32 func_8014A964 ( s32 playerIndex,
s32 songID,
s32 variation,
s32 fadeInTime,
s16 arg4,
s16 arg5 )

◆ func_8014AD40()

s32 func_8014AD40 ( void )

◆ func_8023E104()

void func_8023E104 ( void )

◆ func_8023E11C()

void func_8023E11C ( void )

◆ func_80244BC4()

s32 func_80244BC4 ( void )

◆ func_80255FD8()

void func_80255FD8 ( void )

Referenced by btl_render_actors().

◆ func_80263230()

s32 func_80263230 ( Actor * actor,
Actor * targetActor )

◆ func_80266970()

◆ func_802C39F8()

Evt * func_802C39F8 ( Evt * parentScript,
Bytecode * nextLine,
s32 newState )

Referenced by evt_handle_child_thread().

◆ func_802C3EE4()

void func_802C3EE4 ( void )

Referenced by gfx_draw_frame().

◆ game_input_to_move_vector()

void game_input_to_move_vector ( f32 * x,
f32 * y )

◆ general_heap_create()

◆ general_heap_free()

◆ general_heap_malloc()

void * general_heap_malloc ( s32 size)

◆ get_actor()

◆ get_actor_part()

◆ get_area_byte()

◆ get_area_flag()

s32 get_area_flag ( s32 index)

◆ get_asset_offset()

s32 get_asset_offset ( char * assetName,
s32 * compressedSize )

◆ get_clamped_angle_diff()

◆ get_collider_center()

void get_collider_center ( s32 colliderID,
f32 * x,
f32 * y,
f32 * z )

◆ get_collider_flags()

◆ get_current_partner_id()

s8 get_current_partner_id ( void )

◆ get_defense()

s32 get_defense ( Actor * actor,
s32 * defenseTable,
s32 elementFlags )

◆ get_entity_by_index()

Entity * get_entity_by_index ( s32 index)

Referenced by action_update_landing_on_switch(), action_update_spin_jump(), action_update_tornado_jump(), action_update_use_spinning_flower(), check_for_interactables(), check_input_jump(), delete_entity(), delete_entity_and_unload_data(), entity_ArrowSign_setupGfx(), entity_base_block_setupGfx(), entity_BlueWarpPipe_setupGfx(), Entity_BoardedFloor_setupGfx(), entity_BombableRock_setupGfx(), entity_Chest_setupGfx(), entity_HeartBlock_create_child_entity(), entity_HeartBlockContent__reset(), entity_HeartBlockContent__setupGfx(), entity_HeartBlockContent_anim_idle(), entity_HeartBlockContent_set_initial_pos(), entity_HiddenPanel_setupGfx(), entity_HitItemBlock_show_inactive(), entity_ItemBlock_replace_with_inactive(), entity_ItemBlock_setupGfx(), entity_MulticoinBlock_spawn_coin(), entity_Padlock_setupGfx(), entity_PinkFlower_idle(), entity_PinkFlower_init(), entity_PinkFlowerLight_idle(), entity_PinkFlowerLight_setupGfx(), entity_SaveBlock_setupGfx(), entity_shattering_setupGfx(), entity_SpinningFlower_setupGfx(), entity_StarBoxLauncher_setupGfx(), entity_SuperBlockContent_attach_to_parent(), entity_SuperBlockContent_setupGfx(), entity_try_partner_interaction_trigger(), entity_Tweester_render_face(), entity_Tweester_render_inner_whirl(), entity_Tweester_render_outer_whirl(), entity_Tweester_setupGfx(), entity_upgrade_block_check_if_inactive(), entity_upgrade_block_hide_content(), entity_WoodenCrate_setupGfx(), func_802B6820_E256F0(), func_802BC050_E2E980(), get_entity_type(), interact_inspect_update(), npc_find_standing_on_entity(), phys_player_land(), player_raycast_down(), player_raycast_general(), player_raycast_up_corner(), render_entities(), test_ray_entities(), and update_entities().

◆ get_entity_type()

◆ get_fortress_key_count()

s32 get_fortress_key_count ( void )

◆ get_game_mode()

◆ get_global_byte()

◆ get_global_flag()

◆ get_item_count()

s32 get_item_count ( void )

Referenced by get_item_empty_count().

◆ get_item_empty_count()

s32 get_item_empty_count ( void )

◆ get_item_entity()

◆ get_lava_reset_pos()

s32 get_lava_reset_pos ( f32 * x,
f32 * y,
f32 * z )

Referenced by action_update_hit_lava().

◆ get_map_IDs_by_name()

s32 get_map_IDs_by_name ( const char * mapName,
s16 * areaID,
s16 * mapID )

◆ get_model_center_and_size()

void get_model_center_and_size ( u16 modelID,
f32 * centerX,
f32 * centerY,
f32 * centerZ,
f32 * sizeX,
f32 * sizeY,
f32 * sizeZ )

◆ get_model_from_list_index()

◆ get_model_list_index_from_tree_index()

◆ get_msg_lines()

◆ get_msg_properties()

void get_msg_properties ( s32 msgID,
s32 * height,
s32 * width,
s32 * maxLineChars,
s32 * numLines,
s32 * maxLinesPerPage,
s32 * arg6,
u16 charset )

◆ get_msg_width()

s32 get_msg_width ( s32 msgID,
u16 charset )

◆ get_player_data()

◆ get_player_normal_pitch()

f32 get_player_normal_pitch ( void )

◆ get_player_normal_yaw()

f32 get_player_normal_yaw ( void )

◆ get_screen_coords()

◆ get_screen_overlay_params()

void get_screen_overlay_params ( s32 layer,
u8 * type,
f32 * zoom )

◆ get_script_by_id()

Evt * get_script_by_id ( s32 id)

◆ get_script_by_index()

Evt * get_script_by_index ( s32 index)

◆ get_shadow_by_index()

◆ get_stored_count()

s32 get_stored_count ( void )

Referenced by get_stored_empty_count().

◆ get_stored_empty_count()

s32 get_stored_empty_count ( void )

◆ get_time_freeze_mode()

◆ get_transform_group()

struct ModelTransformGroup * get_transform_group ( s32 index)

◆ get_transform_group_index()

s32 get_transform_group_index ( s32 modelID)

◆ get_trigger_by_id()

Trigger * get_trigger_by_id ( s32 triggerID)

Referenced by get_trigger_tattle().

◆ get_worker()

Worker * get_worker ( s32 idx)

Referenced by partner_reset_data().

◆ get_world_fog_color()

void get_world_fog_color ( s32 * r,
s32 * g,
s32 * b,
s32 * a )

◆ get_xz_dist_to_player()

◆ gfx_task_background()

void gfx_task_background ( void )

Referenced by gfxRetrace_Callback().

◆ gravity_use_fall_parms()

◆ handle_floor_behavior()

void handle_floor_behavior ( void )

Referenced by player_jump(), and update_player().

◆ has_valid_conversation_npc()

s32 has_valid_conversation_npc ( void )

◆ heap_free()

◆ heap_malloc()

◆ hide_actor_health_bar()

void hide_actor_health_bar ( Actor * target)

◆ hide_coin_counter()

void hide_coin_counter ( void )

◆ hide_coin_counter_immediately()

void hide_coin_counter_immediately ( void )

◆ hide_foreground_models()

void hide_foreground_models ( void )

◆ hide_foreground_models_unchecked()

void hide_foreground_models_unchecked ( void )

Referenced by tattle_cam_pre_render().

◆ hide_popup_menu()

◆ imgfx_appendGfx_component()

◆ imgfx_get_free_instances()

s32 imgfx_get_free_instances ( s32 count)

◆ imgfx_release_instance()

void imgfx_release_instance ( u32 idx)

◆ imgfx_update()

◆ imgfx_update_cache()

void imgfx_update_cache ( void )

Referenced by state_drawUI_world().

◆ increment_status_bar_disabled()

◆ inflict_partner_ko()

s32 inflict_partner_ko ( Actor * target,
s32 statusTypeKey,
s32 duration )

◆ inflict_status()

s32 inflict_status ( Actor * target,
s32 statusTypeKey,
s32 duration )

◆ inflict_status_set_duration()

s32 inflict_status_set_duration ( Actor * actor,
s32 statusTypeKey,
s32 statusDurationKey,
s32 duration )

◆ init_encounters_ui()

void init_encounters_ui ( void )

Referenced by draw_encounter_ui().

◆ init_enter_world_shared()

void init_enter_world_shared ( void )

◆ init_entity_data()

void init_entity_data ( void )

◆ init_entity_models()

void init_entity_models ( void )

◆ init_item_entity_list()

void init_item_entity_list ( void )

◆ init_model_animators()

void init_model_animators ( void )

Referenced by init_script_list().

◆ init_script_list()

void init_script_list ( void )

◆ init_sprite_shading_data()

◆ init_trigger_list()

void init_trigger_list ( void )

◆ init_virtual_entity_list()

void init_virtual_entity_list ( void )

Referenced by init_script_list().

◆ initialize_battle()

void initialize_battle ( void )
Bug
? why just 16

Referenced by state_step_battle().

◆ initialize_collision()

◆ initialize_curtains()

void initialize_curtains ( void )

◆ initialize_status_bar()

void initialize_status_bar ( void )

◆ int_to_string()

char * int_to_string ( s32 integer,
char * dest,
s32 base )

Referenced by draw_number(), and set_message_int_var().

◆ integer_log()

s32 integer_log ( s32 number,
u32 base )

◆ integrate_gravity()

◆ interact_inspect_setup()

void interact_inspect_setup ( void )

Referenced by check_for_interactables().

◆ interact_speech_setup()

void interact_speech_setup ( void )

◆ is_ability_active()

◆ is_actor_health_bar_visible()

s32 is_actor_health_bar_visible ( Actor * actor)

◆ is_another_trigger_bound()

s32 is_another_trigger_bound ( Trigger * trigger,
EvtScript * script )

◆ is_block_on_ground()

◆ is_debug_init()

void is_debug_init ( void )

Referenced by boot_main().

◆ is_debug_panic()

void is_debug_panic ( const char * message,
char * file,
s32 line )

◆ is_merlee_message_done()

s32 is_merlee_message_done ( void )

◆ is_partner_ability_active()

s32 is_partner_ability_active ( s32 ability)

◆ is_picking_up_item()

s32 is_picking_up_item ( void )

◆ is_player_dismounted()

s32 is_player_dismounted ( void )

◆ is_point_visible()

s32 is_point_visible ( f32 x,
f32 y,
f32 z,
s32 depthQueryID,
f32 * screenX,
f32 * screenY )

◆ is_point_within_region()

s32 is_point_within_region ( s32 shape,
f32 pointX,
f32 pointY,
f32 centerX,
f32 centerY,
f32 sizeX,
f32 sizeZ )

◆ is_starting_conversation()

s32 is_starting_conversation ( void )

◆ is_status_bar_visible()

s32 is_status_bar_visible ( void )

Referenced by check_input_status_bar().

◆ is_world_fog_enabled()

s32 is_world_fog_enabled ( void )

◆ ispy_notification_setup()

void ispy_notification_setup ( void )

Referenced by check_for_ispy().

◆ iterate_models()

void iterate_models ( void )

◆ kill_all_scripts()

void kill_all_scripts ( void )

◆ kill_script()

◆ kill_script_by_ID()

◆ length2D()

f32 length2D ( f32 x,
f32 y )

Referenced by ArcsinDeg().

◆ load_asset_by_name()

◆ load_battle()

void load_battle ( s32 battleID)

◆ load_battle_hit_asset()

void load_battle_hit_asset ( const char * hitName)

◆ load_battle_section()

void load_battle_section ( void )

Referenced by state_step_battle().

◆ load_data_for_models()

void load_data_for_models ( struct ModelNode * model,
s32 romOffset,
s32 size )

◆ load_font()

void load_font ( s32 font)

Referenced by clear_printers().

◆ load_font_data()

void load_font_data ( Addr offset,
u16 size,
void * dest )

◆ load_map_bg()

◆ load_map_by_IDs()

void load_map_by_IDs ( s16 areaID,
s16 mapID,
s16 loadType )

◆ load_map_script_lib()

void load_map_script_lib ( void )

◆ load_mesh_animator_tree()

void load_mesh_animator_tree ( s32 index,
StaticAnimatorNode ** tree )

Referenced by load_split_entity_data().

◆ load_model_animator_tree()

void load_model_animator_tree ( s32 index,
StaticAnimatorNode ** tree )

◆ load_obfuscation_shims()

void load_obfuscation_shims ( void )

◆ load_partner_actor()

void load_partner_actor ( void )

◆ load_player_actor()

void load_player_actor ( void )

◆ load_tattle_flags()

void load_tattl