papermario/include/variables.h

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#ifndef _VARIABLES_H_
#define _VARIABLES_H_
#include "ultra64.h"
#include "common_structs.h"
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#include "types.h"
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#include "macros.h"
#include "enums.h"
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extern UiStatus gUIStatus;
extern PlayerData gPlayerData;
extern ActionState gPlayerActionState;
extern PlayerAnim gPlayerAnimation;
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extern PlayerStatus gPlayerStatus;
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extern PlayerStatus* gPlayerStatusPtr;
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extern CollisionStatus gCollisionStatus;
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extern GameStatus* gGameStatusPtr[1];
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extern s32 gRandSeed;
extern StaticItem gItemTable[364];
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extern s16 gMainGameState; /* 0 = battle, 1 = pause, 2 = world */
extern UNK_FUN_PTR(gCurrentUpdateFunction);
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extern s32 gBattleState;
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extern BattleStatus gBattleStatus;
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extern s32 gBattleDmaDest;
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extern ScriptList gWorldScriptList;
extern ScriptList gBattleScriptList;
extern ScriptList* gCurrentScriptListPtr;
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extern s32 gNumScripts;
extern s32 D_802DAC98;
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extern s32 gScriptListCount;
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extern s32 gScriptIdList[MAX_SCRIPTS];
extern s32 gScriptIndexList[MAX_SCRIPTS];
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extern s32 gMoveScriptTable[][4];
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extern ModelList gWorldModelList;
extern ModelList gBattleModelList;
extern ModelList* gCurrentModelListPtr;
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// TODO: potentially a display list, figure this out
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extern u32* gWorldModelSpecialDls[32];
extern u32* gBattleModelSpecialDls[32];
extern u32** gCurrentModelSpecialDlsPtr[32];
extern EntityList gWorldEntityList;
extern EntityList gBattleEntityList;
extern EntityList* gCurrentEntityListPtr;
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extern s32 gLastCreatedEntityIndex;
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extern DynamicEntityList gWorldDynamicEntityList;
extern DynamicEntityList gBattleDynamicEntityList;
extern DynamicEntityList* gCurrentDynamicEntityListPtr;
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extern NpcList gWorldNpcList;
extern NpcList gBattleNpcList;
extern NpcList* gCurrentNpcListPtr;
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extern ShadowList gWorldShadowList;
extern ShadowList gBattleShadowList;
extern ShadowList* gCurrentShadowListPtr;
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extern Camera gCameras[4];
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extern s32 gCurrentCameraID;
extern Npc* gPlayerNpcPtr;
extern s8 D_800A0900;
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extern EncounterStatus gCurrentEncounter;
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extern s16 D_80151308;
extern s32 D_80151310;
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extern s16* D_80151328;
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extern s16 D_8010CD10;
extern s16 D_8010CD12;
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extern s32 D_8010CD20;
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extern s32 D_8010EF08;
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extern s32 D_8010F094; // player shadow index?
extern s32 D_801595A0;
extern s16 D_80159AE2;
extern s16 D_80159AE4;
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extern BackgroundHeader gBackgroundImage;
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extern PrintContext* gCurrentPrintContext;
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extern s32 D_802DB264;
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extern PrintContext* D_802DB268;
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// Triggers
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extern s16 gTriggerCount;
extern TriggerList gTriggerList1;
extern TriggerList gTriggerList2;
extern TriggerList* gCurrentTriggerListPtr;
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// Map transition data. Should probably be a struct
extern u16 gMapTransitionAlpha;
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extern s16 D_800A0942;
extern s16 D_800A0944;
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extern s16 D_800A0954;
extern s16 D_800A0956;
extern s16 D_800A0958;
extern s16 D_800A095A;
extern u8 D_800A095B;
extern s16 D_800A095C;
extern u8 D_800A095D;
extern s16 D_800A095E;
extern u8 D_800A095F;
extern s32 D_800A0960;
extern s32 D_800A0964;
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// Pause
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extern s32 gPauseMenuStrings[348];
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extern s32 gGameState;
extern s32 D_8009A650[1];
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extern u16 D_8009A6A0;
extern u16 D_8009A6A2;
extern u16 D_8009A6A4;
extern u16 D_8009A6A6;
extern s16 gCurrentDoorSoundsSet;
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extern s32 D_800D9620;
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extern UNK_TYPE D_800E92D8;
extern UNK_TYPE D_80147474;
extern UNK_TYPE D_80147574;
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extern UNK_TYPE D_80109270;
extern UNK_TYPE D_80108558;
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extern UNK_TYPE D_8010F250; // play_sound state struct?
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extern s8 D_8010EBB0[];
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// Effects
extern EffectTableEntry gEffectTable[135];
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//nusys
extern OSPiHandle* carthandle;
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extern SaveData gCurrentSaveFile;
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extern s32 D_802D9CA4;
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extern u32* gMapFlags;
extern u32* gMapVars;
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extern f32 D_80286540;
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extern u32 gWorldMapVars[MAX_MAPVARS];
extern u32 gBattleMapVars[MAX_MAPVARS];
extern u32 gWorldMapFlags[MAX_MAPFLAGS];
extern u32 gBattleMapFlags[MAX_MAPFLAGS];
extern s32 D_8009A5D8;
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extern u8 D_800779B0;
extern u8 D_800A0963;
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extern s32 mapScriptLibStart;
extern s32 mapScriptLibEnd;
extern s32 mapScriptLibVram;
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// Scripts
extern Bytecode* SCRIPT_NpcDefeat;
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#endif