#include <common_structs.h>
◆ accumulatedStickLead
f32 Camera::accumulatedStickLead |
◆ bgColor
◆ controlSettings
◆ curBoomLength
f32 Camera::curBoomLength |
◆ curBoomPitch
◆ curBoomYaw
◆ curSettings
◆ curYaw
Referenced by action_update_spin(), action_update_tornado_jump(), appendGfx_example_player(), appendGfx_fake_player(), appendGfx_interact_prompt(), appendGfx_player(), appendGfx_player_spin(), appendGfx_reflect_player_floor_basic(), appendGfx_reflect_player_floor_fancy(), appendGfx_reflect_player_wall(), appendGfx_speech_bubble(), appendGfx_test_player_reflection(), appendGfx_test_reflection_floor(), appendGfx_test_reflection_wall(), collision_main_above(), collision_main_lateral(), entity_BlueWarpPipe_enter_pipe_init(), entity_PinkFlowerLight_idle(), entity_Tweester_idle(), func_800E4AD8(), func_800E4B40(), func_80241610_97F0E0(), func_80241610_990DF0(), func_80241610_993D40(), func_E0112330(), func_E01166E8(), interact_inspect_setup(), interact_speech_setup(), npc_get_render_yaw(), partner_do_player_collision(), peach_disguise_check_overlaps(), phys_check_interactable_collision(), player_get_camera_facing_angle(), player_update_sprite(), shape_spell_appendGfx(), spawn_drops(), spr_draw_npc_sprite(), star_main(), sync_player_position(), update_entities(), update_player_shadow(), and update_shadows().
◆ farClip
◆ flags
◆ followPlayer
◆ fpDoPostRender
◆ fpDoPreRender
◆ increasingLeadInterp
s32 Camera::increasingLeadInterp |
◆ interpAlpha
◆ interpEasingParameter
f32 Camera::interpEasingParameter |
◆ interpYaw
◆ leadAmount
◆ leadAmtScale
◆ leadConstrainDir
s32 Camera::leadConstrainDir |
◆ leadInterpAlpha
f32 Camera::leadInterpAlpha |
◆ linearInterp
◆ linearInterpRate
f32 Camera::linearInterpRate |
◆ lookAt_eye
◆ lookAt_obj
◆ lookAt_obj_target
Vec3f Camera::lookAt_obj_target |
◆ lookAt_pitch
◆ lookAt_yaw
◆ moveFlags
Referenced by action_update_falling(), action_update_hit_fire(), action_update_hit_lava(), action_update_jump(), action_update_knockback(), action_update_landing_on_switch(), action_update_peach_falling(), action_update_peach_step_down(), action_update_sliding(), action_update_spin_jump(), action_update_step_down(), action_update_tornado_jump(), phys_adjust_cam_on_landing(), and phys_update_action_state().
◆ movePos
◆ moveSpeed
◆ mtxBillboard
Mtx* Camera::mtxBillboard |
◆ mtxPerspective
◆ mtxViewLeading
◆ mtxViewPlayer
◆ mtxViewShaking
◆ nearClip
◆ needsInit
◆ needsInitialConstrainDir
b32 Camera::needsInitialConstrainDir |
◆ needsReinit
◆ nextRig
◆ panActive
◆ [union]
union { ... } Camera::params |
◆ perspNorm
◆ prevFollowPlayer
u16 Camera::prevFollowPlayer |
◆ prevLeadPosX
◆ prevLeadPosZ
◆ prevLeadSettings
◆ prevMovePos
Vec3f Camera::prevMovePos |
◆ prevPrevFollowPlayer
u16 Camera::prevPrevFollowPlayer |
◆ prevPrevMovePos
Vec3f Camera::prevPrevMovePos |
◆ prevRig
◆ prevSettings
◆ prevTargetPos
Vec3f Camera::prevTargetPos |
◆ targetBoomYaw
f32 Camera::targetBoomYaw |
◆ targetLeadAmount
f32 Camera::targetLeadAmount |
◆ targetOffsetY
f32 Camera::targetOffsetY |
◆ targetPos
◆ targetScreenCoords
Vec3s Camera::targetScreenCoords |
◆ unk_16
◆ unk_1D4
char Camera::unk_1D4[0x28] |
◆ unk_208
◆ unk_210
char Camera::unk_210[0x2] |
◆ unk_212
◆ unk_214
◆ unk_3A
◆ unk_538
char Camera::unk_538[0x18] |
◆ unk_80
◆ unk_8C
◆ unk_98
◆ unk_9C
◆ unk_C0
◆ unk_C4
◆ unk_C8
◆ unkEffectMatrix
◆ unusedLeadAmt
f32 Camera::unusedLeadAmt |
◆ unusedLeadCounter
s16 Camera::unusedLeadCounter |
◆ unusedLeadDir
s16 Camera::unusedLeadDir |
◆ updateMode
◆ vfov
◆ viewportH
◆ viewportStartX
s16 Camera::viewportStartX |
◆ viewportStartY
s16 Camera::viewportStartY |
◆ viewportW
◆ vp
◆ vpAlt
◆ yinterpAlpha
◆ yinterpCur
◆ yinterpGoal
◆ yinterpRate
The documentation for this struct was generated from the following file: