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functions.h

fabsf

float fabsf(f32 f) source

fabs

double fabs(f64 f) source

cosine

f32 cosine(s16 arg0) source

nuBoot

void nuBoot() source

boot_idle

void boot_idle(void* data) source

boot_main

void boot_main(void* data) source

is_debug_init

void is_debug_init() source

is_debug_panic

void is_debug_panic(const char* message) source

outfun

typedef outfun source

signF

f32 signF(f32 val) source

func_8002ACDC

s32 func_8002ACDC() source

load_obfuscation_shims

void load_obfuscation_shims() source

heap_malloc

void* heap_malloc(s32 size) source

dma_copy

u32 dma_copy(u8* romStart, u8* romEnd, void* vramDest) source

rand_float

f32 rand_float() source

copy_matrix

void copy_matrix(Matrix4f src, Matrix4f dest) source

get_shadow_by_index

Shadow* get_shadow_by_index(s32 index) source

get_time_freeze_mode

s32 get_time_freeze_mode() source

render_player_model

void render_player_model() source

is_picking_up_item

s32 is_picking_up_item() source

integrate_gravity

f32 integrate_gravity() source

gravity_use_fall_parms

void gravity_use_fall_parms() source

get_clamped_angle_diff

f32 get_clamped_angle_diff(f32 , f32 ) source

startup_fade_screen_in

s32 startup_fade_screen_in(s16 subtractAlpha) source

startup_fade_screen_out

s32 startup_fade_screen_out(s16 addAlpha) source

startup_fade_screen_update

void startup_fade_screen_update() source

get_entity_type

u32 get_entity_type(s32 arg0) source

get_entity_by_index

Entity* get_entity_by_index(s32 index) source

create_entity

s32 create_entity(EntityBlueprint* bp) source

entity_shattering_idle

void entity_shattering_idle(Entity* entity) source

show_damage_fx

void show_damage_fx( Actor* actor, f32 x, f32 y, f32 z, s32 damage ) source

entity_raycast_down

s32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*) source

Mostly used for shadows

step_game_loop

void step_game_loop() source

resume_all_group

void resume_all_group(s32 groupFlags) source

length2D

f32 length2D(f32 x, f32 y) source

player_input_to_move_vector

void player_input_to_move_vector(f32* angle, f32* magnitude) source

game_input_to_move_vector

void game_input_to_move_vector(f32* x, f32* y) source

exec_ShakeCamX

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

exec_ShakeCam1

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

player_get_side_angle

f32 player_get_side_angle() source

draw_number

void draw_number( s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style ) source

set_entity_model_flags

void set_entity_model_flags(s32 idx, s32 newFlags) source

clear_entity_model_flags

void clear_entity_model_flags(s32 idx, s32 newFlags) source

exec_entity_model_commandlist

void exec_entity_model_commandlist(s32 idx) source

queue_render_task

RenderTask* queue_render_task(RenderTask* task) source

create_mesh_animator

s32 create_mesh_animator(s16* animPos, s16* animBuffer) source

load_mesh_animator_tree

void load_mesh_animator_tree( s32 index, StaticAnimatorNode** tree ) source

setup_pause_menu_tab

void setup_pause_menu_tab( MenuWindowBP* bpArray, s32 arraySize ) source

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 ) source

render_frame

void render_frame(s32 flag) source

clear_windows

void clear_windows() source

update_window_hierarchy

void update_window_hierarchy(s32 windowIndex, u8 arg1) source

get_msg_properties

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

replace_window_update

void replace_window_update( s32 idx, s8 arg1, WindowUpdateFunc pendingFunc ) source

decode_yay0

void decode_yay0(void* src, void* dst) source

ai_check_player_dist

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

pause_init

void pause_init() source

pause_handle_input

void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld) source

pause_cleanup

void pause_cleanup() source

filemenu_init

void filemenu_init(s32 mode) source

filemenu_cleanup

void filemenu_cleanup() source

filemenu_update

void filemenu_update() source

filemenu_get_exit_mode

s32 filemenu_get_exit_mode() source

filemenu_set_selected

void filemenu_set_selected( MenuPanel* menu, s32 col, s32 row ) source

filemenu_set_cursor_alpha

void filemenu_set_cursor_alpha(s32 arg0) source

filemenu_set_cursor_goal_pos

void filemenu_set_cursor_goal_pos( s32 windowIndex, s32 posX, s32 posY ) source

filemenu_get_menu_message

u8* filemenu_get_menu_message(s32 idx) source

gfx_task_background

void gfx_task_background() source

update_enemy_shadows

void update_enemy_shadows() source

update_hero_shadows

void update_hero_shadows() source

appendGfx_background_texture

void appendGfx_background_texture() source

appendGfx_enemy_actor

void appendGfx_enemy_actor(void*) source

appendGfx_enemy_actor_blur

void appendGfx_enemy_actor_blur(void*) source

appendGfx_enemy_actor_reflection

void appendGfx_enemy_actor_reflection(void*) source

appendGfx_partner_actor

void appendGfx_partner_actor(void*) source

appendGfx_partner_actor_blur

void appendGfx_partner_actor_blur(void*) source

appendGfx_partner_actor_reflection

void appendGfx_partner_actor_reflection(void*) source

appendGfx_player_actor

void appendGfx_player_actor(void*) source

appendGfx_player_actor_blur

void appendGfx_player_actor_blur(Actor*) source

appendGfx_player_actor_reflection

void appendGfx_player_actor_reflection(void*) source

force_disable_actor_blur

void force_disable_actor_blur(Actor*) source

player_handle_floor_collider_type

void player_handle_floor_collider_type(s32 colliderID) source

player_fall_distance

f32 player_fall_distance() source

func_800E4AD8

void func_800E4AD8(s32 arg0) source

player_check_collision_below

f32 player_check_collision_below(f32 , s32* colliderID) source

can_trigger_loading_zone

s32 can_trigger_loading_zone() source

update_damage_popups

void update_damage_popups() source

show_action_rating

void show_action_rating(s32 , Actor*, f32 , f32 , f32 ) source

render_with_adjusted_palettes

s32 render_with_adjusted_palettes( s32 , ActorPart*, s32 , Matrix4f , s32 ) source

general_heap_create

HeapNode* general_heap_create() source

general_heap_malloc

void* general_heap_malloc(s32 size) source

general_heap_free

s32 general_heap_free(void* data) source

integer_log

s32 integer_log(s32 number, u32 base) source

set_battle_stage

void set_battle_stage(s32 ) source

load_battle

void load_battle(s32 ) source

entity_Shadow_init

void entity_Shadow_init(Shadow* entity) source

entity_SaveBlock_idle

void entity_SaveBlock_idle(Entity* entity) source

entity_SaveBlock_pause_game

void entity_SaveBlock_pause_game() source

entity_SaveBlock_resume_game

void entity_SaveBlock_resume_game() source

entity_SaveBlock_save_data

void entity_SaveBlock_save_data() source

entity_SaveBlock_show_tutorial_message

void entity_SaveBlock_show_tutorial_message(Entity* entity) source

entity_SaveBlock_wait_for_close_tutorial

void entity_SaveBlock_wait_for_close_tutorial( Entity* entity ) source

entity_SaveBlock_show_choice_message

void entity_SaveBlock_show_choice_message() source

entity_SaveBlock_show_result_message

void entity_SaveBlock_show_result_message() source

entity_SaveBlock_wait_for_close_result

void entity_SaveBlock_wait_for_close_result(Entity* entity) source

entity_SaveBlock_wait_for_close_choice

void entity_SaveBlock_wait_for_close_choice(Entity* entity) source

entity_SaveBlock_init

void entity_SaveBlock_init(Entity* entity) source

entity_GreenStompSwitch_idle

void entity_GreenStompSwitch_idle(Entity* entity) source

entity_GreenStompSwitch_retract

void entity_GreenStompSwitch_retract(Entity* entity) source

entity_GreenStompSwitch_extend

void entity_GreenStompSwitch_extend(Entity* entity) source

entity_HugeBlueSwitch_idle

void entity_HugeBlueSwitch_idle(Entity* entity) source

entity_small_switch_idle

void entity_small_switch_idle(Entity* entity) source

entity_RedSwitch_wait_and_reset

void entity_RedSwitch_wait_and_reset(Entity* entity) source

entity_base_switch_anim_init

void entity_base_switch_anim_init(Entity* entity) source

entity_RedSwitch_animate_scale

s32 entity_RedSwitch_animate_scale(Entity* entity) source

entity_base_switch_start_bound_script

void entity_base_switch_start_bound_script(Entity* entity) source

entity_base_switch_animate_scale

void entity_base_switch_animate_scale(Entity* entity) source

entity_base_switch_init

void entity_base_switch_init(Entity* entity) source

entity_block_hit_init_scale

void entity_block_hit_init_scale(Entity* entity) source

entity_block_hit_animate_scale

void entity_block_hit_animate_scale(Entity* entity) source

entity_block_handle_collision

s32 entity_block_handle_collision(Entity* entity) source

entity_BlueSwitch_init

void entity_BlueSwitch_init(Entity* entity) source

entity_HugeBlueSwitch_init

void entity_HugeBlueSwitch_init(Entity* entity) source

dispatch_damage_event_actor_0

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

msg_get_printer_for_msg

MessagePrintState* msg_get_printer_for_msg( s32 msgID, s32* a1 ) source

msg_printer_load_msg

s32 msg_printer_load_msg( s32 msgID, MessagePrintState* printer ) source

msg_printer_set_origin_pos

void msg_printer_set_origin_pos( MessagePrintState* msgPrintState, s32 x, s32 y ) source

get_screen_coords

void get_screen_coords( s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ ) source

parent_collider_to_model

void parent_collider_to_model( s16 colliderID, s16 modelIndex ) source

clone_model

void clone_model(u16 srcModelID, u16 newModelID) source

get_model_from_list_index

struct Model* get_model_from_list_index(s32 listIndex) source

create_model_animator

s32 create_model_animator(s16* animPos) source

get_model_list_index_from_tree_index

s32 get_model_list_index_from_tree_index(s32 treeIndex) source

get_transform_group_index

s32 get_transform_group_index(s32 ) source

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 ) source

collision_main_above

s32 collision_main_above() source

collision_lava_reset_check_additional_overlaps

void collision_lava_reset_check_additional_overlaps() source

player_test_lateral_overlap

s32 player_test_lateral_overlap( s32 , PlayerStatus*, f32*, f32*, f32*, f32 , f32 ) source

peach_make_disguise_npc

Npc* peach_make_disguise_npc(s32 peachDisguise) source

peach_set_disguise_anim

void peach_set_disguise_anim(u32 ) source

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 (*)(int, int, int, int, int, int, int)fpDrawContents, void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx ) source

get_msg_width

s32 get_msg_width(s32 msgID, u16 charset) source

partner_can_open_world_menus

s32 partner_can_open_world_menus() source

disable_player_static_collisions

s32 disable_player_static_collisions() source

disable_player_input

s32 disable_player_input() source

func_80027088

void func_80027088(s32 ) source

set_time_freeze_mode

void set_time_freeze_mode(s32 ) source

get_map_IDs_by_name

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

get_map_IDs_by_name_checked

void get_map_IDs_by_name_checked( const char* mapName, s16* areaID, s16* mapID ) source

Same as get_map_IDs_by_name, but will panic if the map doesn't exist.

transform_point

void transform_point( Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW ) source

try_player_footstep_sounds

void try_player_footstep_sounds(s32 arg0) source

phys_update_interact_collider

void phys_update_interact_collider() source

phys_reset_spin_history

void phys_reset_spin_history() source

phys_adjust_cam_on_landing

s32 phys_adjust_cam_on_landing() source

phys_should_player_be_sliding

s32 phys_should_player_be_sliding() source

phys_init_integrator_for_current_state

void phys_init_integrator_for_current_state() source

phys_player_land

void phys_player_land() source

phys_main_collision_below

void phys_main_collision_below() source

phys_peach_update

void phys_peach_update() source

check_input_spin

void check_input_spin() source

phys_set_player_sliding_check

void phys_set_player_sliding_check(int (*)(void)funcPtr) source

phys_set_landing_adjust_cam_check

void phys_set_landing_adjust_cam_check(int (*)(void)funcPtr) source

npc_test_move_simple_without_slipping

s32 npc_test_move_simple_without_slipping( s32 , f32*, f32*, f32*, f32 , f32 , f32 , f32 ) source

update_collider_transform

void update_collider_transform(s16 colliderID) source

get_collider_center

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

is_another_trigger_bound

s32 is_another_trigger_bound(Trigger*, EvtScript* script) source

create_trigger

Trigger* create_trigger(TriggerBlueprint* def) source

evt_trigger_on_activate_exec_script

s32 evt_trigger_on_activate_exec_script(Trigger* trigger) source

get_trigger_by_id

Trigger* get_trigger_by_id(s32 triggerID) source

get_actor

Actor* get_actor(s32 actorID) source

get_actor_part

ActorPart* get_actor_part(Actor* actor, s32 partID) source

add_coins

s32 add_coins(s32 amt) source

is_partner_ability_active

s32 is_partner_ability_active(s32 ) source

count_power_plus

s32 count_power_plus(s32 ) source

phys_can_player_interact

s32 phys_can_player_interact() source

ai_enemy_play_sound

void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2) source

player_test_move_without_slipping

s32 player_test_move_without_slipping( PlayerStatus*, f32*, f32*, f32*, f32 , f32 , s32* ) source

player_test_move_with_slipping

s32 player_test_move_with_slipping( PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading ) source

evt_get_variable

s32 evt_get_variable(Evt* script, Bytecode var) source

evt_set_variable

s32 evt_set_variable(Evt* script, Bytecode var, s32 value) source

evt_get_float_variable

f32 evt_get_float_variable(Evt* script, Bytecode var) source

evt_set_float_variable

f32 evt_set_float_variable( Evt* script, Bytecode var, f32 value ) source

evt_get_variable_index

s32 evt_get_variable_index(Evt* script, s32 var) source

set_script_timescale

void set_script_timescale(Evt* script, f32 timescale) source

sin_deg

f32 sin_deg(f32 x) source

cos_deg

f32 cos_deg(f32 x) source

sin_rad

f32 sin_rad(f32 x) source

cos_rad

f32 cos_rad(f32 x) source

round

s32 round(f32 ) source

atan2

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

clamp_angle

f32 clamp_angle(f32 theta) source

sign

s32 sign(s32 value) source

check_player_action_debug

s32 check_player_action_debug() source

battle_heap_create

s32 battle_heap_create() source

test_ray_zones

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 ) source

test_ray_colliders

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 ) source

test_ray_entities

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 ) source

Test a general ray from a given starting position and direction against all entities. If one is hit, returns the position and normal of the hit and the length along the ray via the output parameters. All output parameters are invalid when NO_COLLIDER is returned.

startX/startY/startZ are the ray origin. dirX/dirY/dirZ are the normalized ray direction. hitX/hitY/hitZ receive the hit position. hitNx/hitNy/hitNz receive the hit normal. hitDepth is both input (maximum ray length) and output (distance to the hit).

Returns entity index or NO_COLLIDER if none is hit.

mem_clear

void mem_clear(void* data, s32 numBytes) source

startup_set_fade_screen_color

void startup_set_fade_screen_color(s16 color) source

startup_set_fade_screen_alpha

void startup_set_fade_screen_alpha(s16 alpha) source

get_xz_dist_to_player

f32 get_xz_dist_to_player(f32 , f32 ) source

func_800E06C0

void func_800E06C0(s32 ) source

close_status_bar

void close_status_bar() source

start_child_thread

Evt* start_child_thread( Evt* parentScript, Bytecode* nextLine, s32 newState ) source

start_child_script

Evt* start_child_script( Evt* parentScript, EvtScript* source, s32 initialState ) source

restart_script

Evt* restart_script(Evt* script) source

clear_virtual_entity_list

void clear_virtual_entity_list() source

reset_model_animators

void reset_model_animators() source

init_virtual_entity_list

void init_virtual_entity_list() source

init_model_animators

void init_model_animators() source

play_model_animation

void play_model_animation(s32 , s16*) source

heap_free

s32 heap_free(void* ptr) source

load_battle_hit_asset

void load_battle_hit_asset(const char* hitName) source

load_data_for_models

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

load_player_actor

void load_player_actor() source

btl_bonk_cleanup

void btl_bonk_cleanup() source

set_actor_anim_by_ref

void set_actor_anim_by_ref(Actor*, ActorPart*, u32 ) source

update_action_ratings

void update_action_ratings() source

update_health_bars

void update_health_bars() source

btl_cam_is_moving_done

s32 btl_cam_is_moving_done() source

btl_popup_messages_update

void btl_popup_messages_update() source

btl_popup_messages_draw_world_geometry

void btl_popup_messages_draw_world_geometry() source

func_80255FD8

void func_80255FD8() source

set_actor_glow_pal

void set_actor_glow_pal(Actor* actor, s32 arg1) source

btl_set_popup_duration

void btl_set_popup_duration(s32 duration) source

switch_to_partner

void switch_to_partner(s32 arg0) source

get_current_partner_id

s8 get_current_partner_id() source

delete_trigger

void delete_trigger(Trigger* toDelete) source

kill_script_by_ID

void kill_script_by_ID(s32 id) source

set_script_priority

void set_script_priority(Evt* script, s32 priority) source

set_script_group

void set_script_group(Evt* script, s32 groupFlags) source

suspend_group_others

void suspend_group_others(Evt* script, s32 groupFlags) source

resume_group_others

void resume_group_others(Evt* script, s32 groupFlags) source

suspend_all_script

void suspend_all_script(s32 id) source

resume_all_script

void resume_all_script(s32 id) source

create_shadow_type

s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z) source

is_point_outside_territory

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

npc_raycast_down_around

s32 npc_raycast_down_around( s32 , f32*, f32*, f32*, f32*, f32 , f32 ) source

npc_raycast_down_sides

s32 npc_raycast_down_sides( s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth ) source

npc_raycast_up

s32 npc_raycast_up(s32 , f32*, f32*, f32*, f32*) source

npc_raycast_up_corners

s32 npc_raycast_up_corners( s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw, f32 radius ) source

player_raycast_up_corners

s32 player_raycast_up_corners( PlayerStatus*, f32*, f32*, f32*, f32*, f32 ) source

player_raycast_below_cam_relative

s32 player_raycast_below_cam_relative( PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength, f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ ) source

npc_test_move_taller_with_slipping

s32 npc_test_move_taller_with_slipping( s32 , f32*, f32*, f32*, f32 , f32 , f32 , f32 ) source

npc_test_move_simple_with_slipping

s32 npc_test_move_simple_with_slipping( s32 , f32*, f32*, f32*, f32 , f32 , f32 , f32 ) source

npc_test_move_complex_with_slipping

s32 npc_test_move_complex_with_slipping( s32 , f32*, f32*, f32*, f32 , f32 , f32 , f32 ) source

partner_get_enter_map_script

EvtScript* partner_get_enter_map_script() source

partner_handle_before_battle

void partner_handle_before_battle() source

partner_walking_update_player_tracking

void partner_walking_update_player_tracking(Npc* partner) source

partner_walking_update_motion

void partner_walking_update_motion(Npc* partner) source

enable_partner_ai

void enable_partner_ai() source

partner_walking_enable

void partner_walking_enable(Npc* partner, s32 val) source

partner_flying_enable

void partner_flying_enable(Npc* partner, s32 val) source

partner_flying_update_player_tracking

void partner_flying_update_player_tracking(Npc* partner) source

partner_is_flying

s32 partner_is_flying() source

partner_flying_update_motion

void partner_flying_update_motion(Npc* partner) source

partner_clear_player_tracking

void partner_clear_player_tracking(Npc* partner) source

partner_set_tether_distance

void partner_set_tether_distance(f32 ) source

btl_delete_player_actor

void btl_delete_player_actor(Actor* player) source

cancel_message

s32 cancel_message(MessagePrintState* msgPrintState) source

set_message_images

void set_message_images(MessageImageData* images) source

kill_all_scripts

void kill_all_scripts() source

does_script_exist

s32 does_script_exist(s32 id) source

does_script_exist_by_ref

s32 does_script_exist_by_ref(Evt* script) source

start_script

Evt* start_script( EvtScript* source, s32 priority, s32 initialState ) source

start_script_in_group

Evt* start_script_in_group( EvtScript* source, u8 priority, u8 initialState, u8 groupFlags ) source

get_player_normal_yaw

f32 get_player_normal_yaw() source

set_standard_shadow_scale

void set_standard_shadow_scale(Shadow* shadow, f32 scale) source

set_npc_shadow_scale

void set_npc_shadow_scale( Shadow* shadow, f32 height, f32 npcRadius ) source

set_npc_animation

void set_npc_animation(Npc* npc, u32 animID) source

set_peach_shadow_scale

void set_peach_shadow_scale(Shadow* shadow, f32 scale) source

is_block_on_ground

s32 is_block_on_ground(Entity* block) source

set_actor_anim

void set_actor_anim(s32 actorID, s32 partID, u32 animID) source

set_actor_anim_rate

void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate) source

mdl_group_set_visibility

void mdl_group_set_visibility(u16 , s32 , s32 ) source

init_enter_world_shared

void init_enter_world_shared() source

update_enter_map_screen_overlay

s16 update_enter_map_screen_overlay(s16* progress) source

update_exit_map_screen_overlay

s16 update_exit_map_screen_overlay(s16* progress) source

set_screen_overlay_params_front

void set_screen_overlay_params_front(u8 , f32 ) source

set_screen_overlay_params_back

void set_screen_overlay_params_back(u8 , f32 ) source

set_screen_overlay_alpha

void set_screen_overlay_alpha(s32 , f32 ) source

get_screen_overlay_params

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

set_screen_overlay_color

void set_screen_overlay_color(s32 , u8 , u8 , u8 ) source

set_screen_overlay_center

void set_screen_overlay_center(s32 , s32 , s32 , s32 ) source

rand_int

s32 rand_int(s32 ) source

sort_consumables

void sort_consumables() source

is_ability_active

s32 is_ability_active(s32 arg0) source

is_starting_conversation

s32 is_starting_conversation() source

update_lerp

f32 update_lerp( s32 easing, f32 start, f32 end, s32 elapsed, s32 duration ) source

sin_cos_deg

void sin_cos_deg( f32 rad, f32* outSinTheta, f32* outCosTheta ) source

set_main_pan_u

void set_main_pan_u(s32 texPannerID, s32 value) source

set_main_pan_v

void set_main_pan_v(s32 texPannerID, s32 value) source

set_aux_pan_u

void set_aux_pan_u(s32 texPannerID, s32 value) source

set_aux_pan_v

void set_aux_pan_v(s32 texPannerID, s32 value) source

enable_world_fog

void enable_world_fog() source

set_world_fog_dist

void set_world_fog_dist(s32 start, s32 end) source

set_world_fog_color

void set_world_fog_color(s32 r, s32 g, s32 b, s32 a) source

is_world_fog_enabled

s32 is_world_fog_enabled() source

get_world_fog_color

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

enable_entity_fog

void enable_entity_fog() source

set_entity_fog_dist

void set_entity_fog_dist(s32 start, s32 end) source

set_entity_fog_color

void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a) source

get_transform_group

struct ModelTransformGroup* get_transform_group(s32 index) source

mdl_make_transform_group

void mdl_make_transform_group(u16 modelID) source

enable_transform_group

void enable_transform_group(u16 modelID) source

disable_transform_group

void disable_transform_group(u16 modelID) source

set_map_transition_effect

void set_map_transition_effect(ScreenTransition ) source

set_tex_panner

void set_tex_panner(struct Model* model, s32 texPannerID) source

set_custom_gfx

void set_custom_gfx(s32 customGfxIndex, Gfx* pre, Gfx* post) source

make_item_entity

s32 make_item_entity( s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar ) source

make_item_entity_delayed

s32 make_item_entity_delayed( s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar ) source

set_item_entity_position

void set_item_entity_position( s32 itemEntityIndex, f32 x, f32 y, f32 z ) source

get_item_entity

ItemEntity* get_item_entity(s32 itemEntityIndex) source

make_item_entity_nodelay

s32 make_item_entity_nodelay( s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar ) source

set_item_entity_flags

void set_item_entity_flags(s32 itemEntityIndex, s32 flag) source

clear_item_entity_flags

void clear_item_entity_flags(s32 index, s32 flags) source

create_worker_frontUI

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

get_worker

Worker* get_worker(s32 idx) source

bind_trigger_1

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

set_cam_viewport

void set_cam_viewport( s16 id, s16 x, s16 y, s16 width, s16 height ) source

disable_player_shadow

void disable_player_shadow() source

move_player

void move_player(s32 duration, f32 heading, f32 speed) source

enable_player_input

s32 enable_player_input() source

enable_player_static_collisions

s32 enable_player_static_collisions() source

check_input_jump

s32 check_input_jump() source

check_input_hammer

s32 check_input_hammer() source

resolve_npc

Npc* resolve_npc(Evt* script, s32 npcIdOrPtr) source

enable_npc_blur

void enable_npc_blur(Npc* npc) source

disable_npc_blur

void disable_npc_blur(Npc* npc) source

enable_partner_blur

void enable_partner_blur() source

disable_partner_blur

void disable_partner_blur() source

partner_initialize_data

void partner_initialize_data() source

dist2D

f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by) source

dist3D

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

add_vec2D_polar

void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta) source

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 ) source

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 ) source

create_current_pos_target_list

void create_current_pos_target_list(Actor* actor) source

create_home_target_list

void create_home_target_list(Actor* actor) source

set_actor_yaw

void set_actor_yaw(s32 actorID, s32 yaw) source

set_part_yaw

void set_part_yaw(s32 actorID, s32 partID, s32 value) source

add_part_decoration

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

add_actor_decoration

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

remove_part_decoration

void remove_part_decoration( ActorPart* part, s32 decorationIndex ) source

remove_actor_decoration

void remove_actor_decoration( Actor* actor, s32 decorationIndex ) source

player_team_is_ability_active

s32 player_team_is_ability_active(Actor* actor, s32 ability) source

create_part_shadow

void create_part_shadow(s32 actorID, s32 partID) source

remove_part_shadow

void remove_part_shadow(s32 actorID, s32 partID) source

create_part_shadow_by_ref

void create_part_shadow_by_ref(s32 arg0, ActorPart* part) source

spawn_drops

void spawn_drops(struct Enemy* enemy) source

set_part_pal_adjustment

void set_part_pal_adjustment(ActorPart*, s32 ) source

int_to_string

char* int_to_string(s32 , char*, s32 ) source

get_script_by_index

Evt* get_script_by_index(s32 index) source

get_script_by_id

Evt* get_script_by_id(s32 id) source

partner_test_enemy_collision

s32 partner_test_enemy_collision(Npc* enemy) source

get_lava_reset_pos

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

start_rumble

void start_rumble(s32 , s32 ) source

update_locomotion_state

void update_locomotion_state() source

start_rumble_type

void start_rumble_type(u32 ) source

start_falling

void start_falling() source

start_bounce_a

void start_bounce_a() source

start_bounce_b

void start_bounce_b() source

update_input

void update_input() source

update_max_rumble_duration

void update_max_rumble_duration() source

mdl_reset_transform_flags

void mdl_reset_transform_flags() source

update_workers

void update_workers() source

update_triggers

void update_triggers() source

update_scripts

void update_scripts() source

update_messages

void update_messages() source

update_entities

void update_entities() source

bgm_update_music_control

void bgm_update_music_control() source

update_ambient_sounds

void update_ambient_sounds() source

update_windows

void update_windows() source

player_render_interact_prompts

void player_render_interact_prompts() source

func_802C3EE4

void func_802C3EE4() source

render_screen_overlay_backUI

void render_screen_overlay_backUI() source

render_workers_backUI

void render_workers_backUI() source

render_effects_UI

void render_effects_UI() source

render_window_root

void render_window_root() source

render_messages

void render_messages() source

render_workers_frontUI

void render_workers_frontUI() source

render_screen_overlay_frontUI

void render_screen_overlay_frontUI() source

render_curtains

void render_curtains() source

fio_init_flash

void fio_init_flash() source

clear_input

void clear_input() source

clear_screen_overlays

void clear_screen_overlays() source

bgm_reset_sequence_players

void bgm_reset_sequence_players() source

reset_ambient_sounds

void reset_ambient_sounds() source

poll_rumble

void poll_rumble() source

bgm_pop_song

void bgm_pop_song() source

bgm_push_song

void bgm_push_song(s32 songID, s32 variation) source

bgm_pop_battle_song

void bgm_pop_battle_song() source

play_ambient_sounds

s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime) source

get_fortress_key_count

s32 get_fortress_key_count() source

subtract_fortress_keys

s32 subtract_fortress_keys(s32 amt) source

add_star_points

s32 add_star_points(s32 amt) source

add_star_pieces

s32 add_star_pieces(s32 amt) source

make_item_entity_at_player

s32 make_item_entity_at_player( s32 itemID, s32 arg1, s32 pickupMsgFlags ) source

set_action_state

void set_action_state(s32 actionState) source

get_collider_flags

s32 get_collider_flags(s32 colliderID) source

suggest_player_anim_always_forward

void suggest_player_anim_always_forward(u32 anim) source

suggest_player_anim_allow_backward

void suggest_player_anim_allow_backward(u32 anim) source

subtract_hp

void subtract_hp(s32 amt) source

draw_status_ui

void draw_status_ui() source

open_status_bar_slowly

void open_status_bar_slowly() source

suspend_all_group

void suspend_all_group(s32 groupFlags) source

kill_script

void kill_script(Evt* instanceToKill) source

exec_entity_commandlist

void exec_entity_commandlist(Entity* entity) source

show_start_recovery_shimmer

void show_start_recovery_shimmer( f32 x, f32 y, f32 z, s32 arg3 ) source

show_recovery_shimmer

void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3) source

show_next_damage_popup

void show_next_damage_popup( f32 x, f32 y, f32 z, s32 damageAmount, s32 angle ) source

add_xz_vec3f

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

add_xz_vec3f_copy1

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

add_xz_vec3f_copy2

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

play_movement_dust_effects

void play_movement_dust_effects( s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg ) source

draw_prev_frame_buffer_at_screen_pos

void draw_prev_frame_buffer_at_screen_pos( s32 , s32 , s32 , s32 , f32 ) source

func_8013A4D0

void func_8013A4D0() source

btl_draw_ui

void btl_draw_ui() source

btl_restore_world_cameras

void btl_restore_world_cameras() source

btl_popup_messages_draw_ui

void btl_popup_messages_draw_ui() source

btl_cam_set_target_pos

void btl_cam_set_target_pos(f32 , f32 , f32 ) source

btl_cam_unfreeze

void btl_cam_unfreeze() source

deduct_current_move_fp

void deduct_current_move_fp() source

load_partner_actor

void load_partner_actor() source

dispatch_event_partner

void dispatch_event_partner(s32 ) source

dispatch_event_player

void dispatch_event_player(s32 ) source

btl_are_all_enemies_defeated

s32 btl_are_all_enemies_defeated() source

btl_check_enemies_defeated

s32 btl_check_enemies_defeated() source

btl_check_player_defeated

s32 btl_check_player_defeated() source

btl_show_battle_message

void btl_show_battle_message(s32 messageIndex, s32 duration) source

btl_update_ko_status

void btl_update_ko_status() source

reset_actor_turn_info

void reset_actor_turn_info() source

startup_draw_prim_rect

void startup_draw_prim_rect( s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a ) source

startup_draw_prim_rect_COPY

void startup_draw_prim_rect_COPY( s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a ) source

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 ) source

reset_all_actor_sounds

void reset_all_actor_sounds(Actor*) source

decrement_status_bar_disabled

void decrement_status_bar_disabled() source

increment_status_bar_disabled

void increment_status_bar_disabled() source

btl_delete_actor

void btl_delete_actor(Actor* actor) source

create_status_debuff

void create_status_debuff(s32 , s32 ) source

create_status_static

void create_status_static(s32 , s32 ) source

create_status_transparent

void create_status_transparent(s32 , s32 ) source

remove_status_chill_out

void remove_status_chill_out(s32 ) source

remove_status_debuff

void remove_status_debuff(s32 ) source

remove_status_icon_boost_hammer

void remove_status_icon_boost_hammer(s32 ) source

remove_status_icon_boost_jump

void remove_status_icon_boost_jump(s32 ) source

remove_status_icon_boost_partner

void remove_status_icon_boost_partner(s32 ) source

remove_status_icon_danger

void remove_status_icon_danger(s32 ) source

remove_status_icon_peril

void remove_status_icon_peril(s32 ) source

remove_status_icon_surprise

void remove_status_icon_surprise(s32 ) source

remove_status_static

void remove_status_static(s32 ) source

remove_status_transparent

void remove_status_transparent(s32 ) source

remove_all_status_icons

void remove_all_status_icons(s32 ) source

create_status_icon_set

s32 create_status_icon_set() source

find_item

s32 find_item(s32 ) source

enable_background_wave

void enable_background_wave() source

set_map_change_fade_rate

void set_map_change_fade_rate(s16 ) source

load_map_by_IDs

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

state_init_startup

void state_init_startup() source

state_step_startup

void state_step_startup() source

state_drawUI_startup

void state_drawUI_startup() source

state_init_logos

void state_init_logos() source

state_step_logos

void state_step_logos() source

state_drawUI_logos

void state_drawUI_logos() source

state_init_title_screen

void state_init_title_screen() source

state_step_title_screen

void state_step_title_screen() source

state_drawUI_title_screen

void state_drawUI_title_screen() source

state_init_enter_demo

void state_init_enter_demo() source

state_step_enter_world

void state_step_enter_world() source

state_init_change_map

void state_init_change_map() source

state_step_change_map

void state_step_change_map() source

state_drawUI_change_map

void state_drawUI_change_map() source

state_init_game_over

void state_init_game_over() source

state_step_game_over

void state_step_game_over() source

state_drawUI_game_over

void state_drawUI_game_over() source

state_init_enter_world

void state_init_enter_world() source

state_drawUI_enter_world

void state_drawUI_enter_world() source

state_init_world

void state_init_world() source

state_step_world

void state_step_world() source

state_drawUI_world

void state_drawUI_world() source

state_init_battle

void state_init_battle() source

state_step_battle

void state_step_battle() source

state_drawUI_battle

void state_drawUI_battle() source

state_init_end_battle

void state_init_end_battle() source

state_step_end_battle

void state_step_end_battle() source

state_drawUI_end_battle

void state_drawUI_end_battle() source

state_init_pause

void state_init_pause() source

state_step_pause

void state_step_pause() source

state_drawUI_pause

void state_drawUI_pause() source

state_init_unpause

void state_init_unpause() source

state_step_unpause

void state_step_unpause() source

state_drawUI_unpause

void state_drawUI_unpause() source

state_init_file_select

void state_init_file_select() source

state_step_file_select

void state_step_file_select() source

state_drawUI_file_select

void state_drawUI_file_select() source

state_init_exit_file_select

void state_init_exit_file_select() source

state_step_exit_file_select

void state_step_exit_file_select() source

state_drawUI_exit_file_select

void state_drawUI_exit_file_select() source

state_init_intro

void state_init_intro() source

state_step_intro

void state_step_intro() source

state_drawUI_intro

void state_drawUI_intro() source

state_init_demo

void state_init_demo() source

state_step_demo

void state_step_demo() source

state_drawUI_demo

void state_drawUI_demo() source

btl_set_player_idle_anims

void btl_set_player_idle_anims() source

shim_create_audio_system_obfuscated

void shim_create_audio_system_obfuscated() source

shim_load_engine_data_obfuscated

void shim_load_engine_data_obfuscated() source

shim_general_heap_create_obfuscated

void shim_general_heap_create_obfuscated() source

shim_battle_heap_create_obfuscated

void shim_battle_heap_create_obfuscated() source

appendGfx_ispy_icon

void appendGfx_ispy_icon() source

interact_inspect_setup

void interact_inspect_setup() source

interact_speech_setup

void interact_speech_setup() source

pulse_stone_notification_setup

void pulse_stone_notification_setup() source

appendGfx_speech_bubble

void appendGfx_speech_bubble() source

appendGfx_pulse_stone_icon

void appendGfx_pulse_stone_icon() source

ispy_notification_setup

void ispy_notification_setup() source

initialize_curtains

void initialize_curtains() source

update_curtains

void update_curtains() source

set_curtain_scale_goal

void set_curtain_scale_goal(f32 scale) source

set_curtain_scale

void set_curtain_scale(f32 scale) source

set_curtain_draw_callback

void set_curtain_draw_callback(void (*)(void)callback) source

set_curtain_fade_goal

void set_curtain_fade_goal(f32 fade) source

set_curtain_fade

void set_curtain_fade(f32 fade) source

crash_screen_init

void crash_screen_init() source

crash_screen_set_draw_info

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

basic_ai_wander_init

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

basic_ai_wander

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

basic_ai_loiter

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

basic_ai_found_player_jump_init

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

basic_ai_found_player_jump

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

basic_ai_chase_init

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

basic_ai_chase

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

basic_ai_lose_player

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

basic_ai_suspend

void basic_ai_suspend(Evt* script) source

create_worker_scene

s32 create_worker_scene( void (*)(void)updateFunc, void (*)(void)renderFunc ) source

init_entity_models

void init_entity_models() source

phys_get_spin_history

f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z) source

imgfx_update

void imgfx_update( u32 , ImgFXType , s32 , s32 , s32 , s32 , s32 ) source

imgfx_appendGfx_component

s32 imgfx_appendGfx_component( s32 , ImgFXTexture*, u32 , Matrix4f ) source

imgfx_update_cache

void imgfx_update_cache() source

imgfx_get_free_instances

s32 imgfx_get_free_instances(s32 ) source

free_worker

void free_worker(s32 ) source

ai_check_fwd_collisions

s32 ai_check_fwd_collisions( Npc* npc, f32 time, f32* outYaw, f32* outDistFwd, f32* outDistCW, f32* outDistCCW ) source

basic_ai_loiter_init

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

PatrolAI_LoiterInit

void PatrolAI_LoiterInit( Evt* script, struct MobileAISettings* aiSettings, struct EnemyDetectVolume* territory ) source

func_80263230

s32 func_80263230(Actor*, Actor*) source

set_part_glow_pal

void set_part_glow_pal(ActorPart*, s32 ) source

clear_actor_static_pal_adjustments

void clear_actor_static_pal_adjustments(Actor*) source

set_actor_flash_mode

void set_actor_flash_mode(Actor* actor, s32 arg1) source

remove_player_buffs

void remove_player_buffs(s32 ) source

is_actor_health_bar_visible

s32 is_actor_health_bar_visible(Actor*) source

sin_cos_rad

void sin_cos_rad( f32 rad, f32* outSinTheta, f32* outCosTheta ) source

load_font

void load_font(s32 font) source

load_font_data

void load_font_data(u8* offset, u16 size, void* dest) source

load_asset_by_name

void* load_asset_by_name( const char* assetName, u32* decompressedSize ) source

mdl_get_copied_gfx

Gfx* mdl_get_copied_gfx(s32 copyIndex) source

mdl_get_copied_vertices

void mdl_get_copied_vertices( s32 copyIndex, Vtx** firstVertex, Vtx** copiedVertices, s32* numCopied ) source

mdl_draw_hidden_panel_surface

void mdl_draw_hidden_panel_surface( Gfx** arg0, u16 treeIndex ) source

is_point_visible

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

set_screen_overlay_center_worldpos

void set_screen_overlay_center_worldpos( s32 idx, s32 posIdx, s32 x, s32 y, s32 z ) source

mdl_get_next_texture_address

void* mdl_get_next_texture_address(s32 ) source

cancel_current_message

s32 cancel_current_message() source

draw_msg

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

mdl_get_shroud_tint_params

void mdl_get_shroud_tint_params(u8* r, u8* g, u8* b, u8* a) source

entity_base_block_idle

s32 entity_base_block_idle(Entity* entity) source

add_star_power

void add_star_power(s32 amt) source

entity_can_collide_with_jumping_player

s32 entity_can_collide_with_jumping_player(Entity* entity) source

entity_base_block_init

void entity_base_block_init(Entity* entity) source

entity_start_script

s32 entity_start_script(Entity* entity) source

init_item_entity_list

void init_item_entity_list() source

init_script_list

void init_script_list() source

init_entity_data

void init_entity_data() source

init_trigger_list

void init_trigger_list() source

partner_init_after_battle

void partner_init_after_battle(s32 arg0) source

load_map_script_lib

void load_map_script_lib() source

remove_item_entity_by_index

void remove_item_entity_by_index(s32 index) source

set_entity_commandlist

void set_entity_commandlist( Entity* entity, s32* entityScript ) source

is_player_dismounted

s32 is_player_dismounted() source

func_800EF300

void func_800EF300() source

func_800EF314

void func_800EF314() source

func_800EF43C

void func_800EF43C() source

func_800EF3E4

void func_800EF3E4() source

enable_player_shadow

void enable_player_shadow() source

get_msg_lines

s32 get_msg_lines(s32 messageID) source

set_window_properties

void set_window_properties( s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8 , void* drawContents, void* drawContentsArg, s8 parent ) source

set_window_update

void set_window_update(s32 panelID, s32 ) source

set_windows_visible

void set_windows_visible(s32 groupIdx) source

partner_disable_input

void partner_disable_input() source

partner_set_goal_pos

void partner_set_goal_pos(s32 x, s32 z) source

close_message

void close_message(MessagePrintState* msgPrintState) source

show_foreground_models_unchecked

void show_foreground_models_unchecked() source

hide_foreground_models_unchecked

void hide_foreground_models_unchecked() source

show_foreground_models

void show_foreground_models() source

hide_foreground_models

void hide_foreground_models() source

btl_set_state

void btl_set_state(s32 battleState) source

draw_entity_model_A

void draw_entity_model_A(s32 , Mtx*) source

draw_entity_model_B

void draw_entity_model_B(s32 , Mtx*, s32 , Vec3s*) source

draw_entity_model_C

void draw_entity_model_C(s32 , Mtx*) source

draw_entity_model_D

void draw_entity_model_D(s32 , Mtx*, s32 , Vec3s*) source

draw_entity_model_E

void draw_entity_model_E(s32 , Mtx*) source

free_entity_model_by_index

void free_entity_model_by_index(s32 idx) source

btl_cam_use_preset

void btl_cam_use_preset(s32 ) source

btl_cam_set_params

void btl_cam_set_params( s16 , s16 , s16 , s16 , s32 , s32 , s32 ) source

btl_cam_set_zoffset

void btl_cam_set_zoffset(s16 ) source

btl_cam_target_actor

void btl_cam_target_actor(s32 ) source

btl_cam_set_zoom

void btl_cam_set_zoom(s16 ) source

btl_cam_move

void btl_cam_move(s16 ) source

btl_cam_disable_clamp_x

void btl_cam_disable_clamp_x() source

initialize_battle

void initialize_battle() source

dispatch_event_actor

void dispatch_event_actor(Actor*, s32 ) source

dispatch_damage_event_actor_1

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

reset_battle_status

void reset_battle_status() source

btl_show_variable_battle_message

void btl_show_variable_battle_message(s32 , s32 , s32 ) source

btl_is_popup_displayed

s32 btl_is_popup_displayed() source

btl_cam_use_preset_immediately

void btl_cam_use_preset_immediately(s32 ) source

inflict_status

s32 inflict_status(Actor*, s32 , s32 ) source

try_inflict_status

s32 try_inflict_status(Actor*, s32 , s32 ) source

inflict_status_set_duration

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

mdl_set_all_tint_type

void mdl_set_all_tint_type(s32 ) source

load_model_animator_tree

void load_model_animator_tree(s32 , StaticAnimatorNode**) source

inflict_partner_ko

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

get_defense

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

btl_popup_messages_init

void btl_popup_messages_init() source

remove_all_effects

void remove_all_effects() source

update_effects

void update_effects() source

update_cameras

void update_cameras() source

clear_render_tasks

void clear_render_tasks() source

clear_worker_list

void clear_worker_list() source

clear_printers

void clear_printers() source

clear_item_entity_data

void clear_item_entity_data() source

clear_player_data

void clear_player_data() source

phys_update_jump

void phys_update_jump() source

phys_update_falling

void phys_update_falling() source

check_input_midair_jump

void check_input_midair_jump() source

collision_check_player_overlaps

void collision_check_player_overlaps() source

update_player_input

void update_player_input() source

phys_update_action_state

void phys_update_action_state() source

collision_main_lateral

void collision_main_lateral() source

player_surface_spawn_fx

void player_surface_spawn_fx() source

check_input_open_menus

void check_input_open_menus() source

check_input_status_bar

void check_input_status_bar() source

update_player

void update_player() source

enforce_hpfp_limits

void enforce_hpfp_limits() source

should_collider_allow_interact

s32 should_collider_allow_interact(s32 ) source

show_coin_counter

void show_coin_counter() source

hide_coin_counter_immediately

void hide_coin_counter_immediately() source

hide_popup_menu

void hide_popup_menu() source

destroy_popup_menu

void destroy_popup_menu() source

reset_player_status

void reset_player_status() source

player_reset_data

void player_reset_data() source

partner_reset_data

void partner_reset_data() source

has_valid_conversation_npc

s32 has_valid_conversation_npc() source

func_800E06D8

s32 func_800E06D8() source

func_800E01DC

void func_800E01DC() source

collision_lateral_peach

void collision_lateral_peach() source

func_800E5520

void func_800E5520() source

clear_world_menus

void clear_world_menus() source

setup_status_bar_for_battle

void setup_status_bar_for_battle() source

enable_status_bar_input

void enable_status_bar_input() source

disable_status_bar_input

void disable_status_bar_input() source

can_control_status_bar

s32 can_control_status_bar() source

status_bar_respond_to_changes

void status_bar_respond_to_changes() source

status_bar_always_show_on

void status_bar_always_show_on() source

status_bar_always_show_off

void status_bar_always_show_off() source

star_power_shimmer_start

void star_power_shimmer_start(s32 , f32 , f32 , f32 ) source

star_power_shimmer_init

void star_power_shimmer_init() source

star_power_shimmer_update

void star_power_shimmer_update() source

star_power_shimmer_draw

void star_power_shimmer_draw() source

shop_open_item_select_popup

void shop_open_item_select_popup(s32 mode) source

hide_coin_counter

void hide_coin_counter() source

set_message_text_var

void set_message_text_var(s32 msgID, s32 index) source

set_message_int_var

void set_message_int_var(s32 value, s32 index) source

open_status_bar_quickly

void open_status_bar_quickly() source

show_immune_bonk

void show_immune_bonk(f32 x, f32 y, f32 z, s32 , s32 , s32 ) source

show_primary_damage_popup

void show_primary_damage_popup( f32 x, f32 y, f32 z, s32 attack, s32 a ) source

dispatch_damage_event_partner

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

disable_actor_blur

void disable_actor_blur(Actor*) source

reset_actor_blur

void reset_actor_blur(Actor*) source

enable_actor_blur

void enable_actor_blur(Actor*) source

apply_shock_effect

void apply_shock_effect(Actor*) source

part_glow_off

void part_glow_off(s32 , ActorPart*, s32 yaw, s32 arg3) source

part_flash_off

void part_flash_off( s32 isNpcSprite, ActorPart* part, s32 yaw, s32 isReflection ) source

part_flash_on

void part_flash_on( s32 isNpcSprite, ActorPart* part, s32 yaw, s32 isReflection ) source

remove_part_decor_none

void remove_part_decor_none(ActorPart*, s32 ) source

remove_part_decor_golden_flames

void remove_part_decor_golden_flames(ActorPart*, s32 ) source

remove_part_decor_sweat

void remove_part_decor_sweat(ActorPart*, s32 ) source

remove_part_decor_seeing_stars

void remove_part_decor_seeing_stars(ActorPart*, s32 ) source

remove_part_decor_red_flames

void remove_part_decor_red_flames(ActorPart*, s32 ) source

remove_part_decor_smoky_trail

void remove_part_decor_smoky_trail(ActorPart*, s32 ) source

remove_part_decor_fiery_trail

void remove_part_decor_fiery_trail(ActorPart*, s32 ) source

remove_part_decor_whirlwind

void remove_part_decor_whirlwind(ActorPart*, s32 ) source

remove_part_decor_steam

void remove_part_decor_steam(ActorPart*, s32 ) source

remove_part_decor_sparkles

void remove_part_decor_sparkles(ActorPart*, s32 ) source

remove_part_decor_bowser_aura

void remove_part_decor_bowser_aura(ActorPart*, s32 ) source

remove_part_decor_radiating_stars

void remove_part_decor_radiating_stars(ActorPart*, s32 ) source

status_bar_ignore_changes

void status_bar_ignore_changes() source

imgfx_release_instance

void imgfx_release_instance(u32 ) source

set_script_flags

void set_script_flags(Evt* script, s32 flags) source

clear_script_flags

void clear_script_flags(Evt* script, s32 flags) source

disable_player_blur

void disable_player_blur() source

enable_player_blur

void enable_player_blur() source

reset_player_blur

void reset_player_blur() source

force_disable_player_blur

void force_disable_player_blur() source

force_disable_player_blur_immediately

void force_disable_player_blur_immediately() source

btl_start_blinking_starpoints

void btl_start_blinking_starpoints() source

btl_stop_blinking_starpoints

void btl_stop_blinking_starpoints() source

set_goal_pos_to_part

void set_goal_pos_to_part( ActorState* state, s32 actorID, s32 partID ) source

init_encounters_ui

void init_encounters_ui() source

initialize_collision

void initialize_collision() source

render_entities

void render_entities() source

render_player

void render_player() source

render_workers_scene

void render_workers_scene() source

render_effects_scene

void render_effects_scene() source

get_asset_offset

s32 get_asset_offset(char*, s32*) source

initialize_status_bar

void initialize_status_bar() source

status_bar_start_blinking_fp

void status_bar_start_blinking_fp() source

is_status_bar_visible

s32 is_status_bar_visible() source

status_bar_start_blinking_starpoints

void status_bar_start_blinking_starpoints() source

status_bar_stop_blinking_starpoints

void status_bar_stop_blinking_starpoints() source

status_bar_start_blinking_hp

void status_bar_start_blinking_hp() source

status_bar_start_blinking_sp

void status_bar_start_blinking_sp() source

status_bar_stop_blinking_fp

void status_bar_stop_blinking_fp() source

status_bar_stop_blinking_hp

void status_bar_stop_blinking_hp() source

status_bar_stop_blinking_sp

void status_bar_stop_blinking_sp() source

status_bar_start_blinking_sp_bars

void status_bar_start_blinking_sp_bars(s32 numBarsToBlink) source

status_bar_draw_number

void status_bar_draw_number( s32 iconID, s32 x, s32 y, s32 value, s32 numDigits ) source

status_bar_draw_stat

void status_bar_draw_stat(s32 id, s32 x, s32 y, s32 , s32 ) source

set_background_size

void set_background_size(s16 , s16 , s16 , s16 ) source

set_background

void set_background(BackgroundHeader*) source

set_max_star_power

void set_max_star_power(s8 ) source

sync_status_bar

void sync_status_bar() source

create_cameras

void create_cameras() source

func_80045AC0

void func_80045AC0() source

func_8005AF84

void func_8005AF84() source

npc_follow_init

void npc_follow_init( Npc*, s32 , FollowAnims*, f32 , f32 , s32 , s32 ) source

npc_update_npc_tracking

void npc_update_npc_tracking(Npc*) source

npc_follow_npc

void npc_follow_npc(Npc*) source

create_encounters

void create_encounters() source

update_encounters_neutral

void update_encounters_neutral() source

update_encounters_pre_battle

void update_encounters_pre_battle() source

update_encounters_conversation

void update_encounters_conversation() source

update_encounters_post_battle

void update_encounters_post_battle() source

load_map_bg

void load_map_bg(char* optAssetName) source

reset_background_settings

void reset_background_settings() source

reset_back_screen_overlay_progress

void reset_back_screen_overlay_progress() source

cancel_action_rating_combo

void cancel_action_rating_combo(Actor*) source

show_actor_health_bar

void show_actor_health_bar(Actor*) source

hide_actor_health_bar

void hide_actor_health_bar(Actor*) source

clear_part_pal_adjustment

void clear_part_pal_adjustment(ActorPart*) source

calculate_camera_yinterp_rate

void calculate_camera_yinterp_rate() source

load_tattle_flags

void load_tattle_flags(s32 ) source

use_consumable

s32 use_consumable(s32 invSlot) source

remove_consumable

void remove_consumable() source

delete_shadow

void delete_shadow(s32 ) source

partner_reset_tether_distance

void partner_reset_tether_distance() source

save_tattle_flags

void save_tattle_flags(s32 ) source

update_merlee_messages

void update_merlee_messages() source

draw_merlee_messages

void draw_merlee_messages() source

show_merlee_message

void show_merlee_message(s16 , s16 ) source

is_merlee_message_done

s32 is_merlee_message_done() source

close_action_command_instruction_popup

void close_action_command_instruction_popup() source

draw_encounters_conversation

void draw_encounters_conversation() source

draw_encounters_post_battle

void draw_encounters_post_battle() source

draw_encounters_pre_battle

void draw_encounters_pre_battle() source

draw_encounters_neutral

void draw_encounters_neutral() source

show_first_strike_message

void show_first_strike_message() source

entity_upgrade_block_hide_content

void entity_upgrade_block_hide_content(s32 ) source

lookup_defense

s32 lookup_defense(s32*, s32 ) source

lookup_status_chance

s32 lookup_status_chance(s32*, s32 ) source

peach_check_for_parasol_input

void peach_check_for_parasol_input() source

peach_sync_disguise_npc

void peach_sync_disguise_npc() source

check_conversation_trigger

s32 check_conversation_trigger() source

clear_player_status

void clear_player_status() source

clear_entity_models

void clear_entity_models() source

bind_entity_model_setupGfx

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

clear_animator_list

void clear_animator_list() source

clear_model_data

void clear_model_data() source

init_sprite_shading_data

void init_sprite_shading_data() source

clear_sprite_shading_data

void clear_sprite_shading_data() source

clear_character_set

void clear_character_set() source

clear_trigger_data

void clear_trigger_data() source

clear_script_list

void clear_script_list() source

clear_entity_data

void clear_entity_data(s32 ) source

clear_effect_data

void clear_effect_data() source

clear_saved_variables

void clear_saved_variables() source

clear_area_flags

void clear_area_flags() source

get_player_normal_pitch

f32 get_player_normal_pitch() source

partner_kill_ability_script

void partner_kill_ability_script() source

func_800EF3D4

void func_800EF3D4(s32 ) source

mdl_update_transform_matrices

void mdl_update_transform_matrices() source

mdl_group_set_custom_gfx

void mdl_group_set_custom_gfx(u16 , s32 , s32 , s32 ) source

backup_map_collision_data

void backup_map_collision_data() source

reset_status_bar

void reset_status_bar() source

btl_save_world_cameras

void btl_save_world_cameras() source

load_battle_section

void load_battle_section() source

btl_update

void btl_update() source

update_item_entities

void update_item_entities() source

restore_map_collision_data

void restore_map_collision_data() source

mdl_load_all_textures

void mdl_load_all_textures( struct ModelNode* model, s32 romOffset, s32 size ) source

mdl_calculate_model_sizes

void mdl_calculate_model_sizes() source