papermario/src/code_190B20.c

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#include "code_190B20.h"
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INCLUDE_ASM(s32, "code_190B20", create_target_list);
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void player_create_target_list(Actor* actor) {
create_target_list(actor, 0);
}
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void enemy_create_target_list(Actor* actor) {
create_target_list(actor, 1);
}
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INCLUDE_ASM(s32, "code_190B20", func_80263064);
INCLUDE_ASM(s32, "code_190B20", func_80263230);
INCLUDE_ASM(s32, "code_190B20", func_8026324C);
INCLUDE_ASM(s32, "code_190B20", func_80263268);
INCLUDE_ASM(s32, "code_190B20", func_80263300);
INCLUDE_ASM(s32, "code_190B20", func_802633E8);
INCLUDE_ASM(s32, "code_190B20", func_80263434);
INCLUDE_ASM(s32, "code_190B20", func_80263464);
INCLUDE_ASM(s32, "code_190B20", func_802634B8);
INCLUDE_ASM(s32, "code_190B20", func_802636E4);
INCLUDE_ASM(s32, "code_190B20", func_80263914);
INCLUDE_ASM(s32, "code_190B20", count_power_plus);
INCLUDE_ASM(s32, "code_190B20", deduct_current_move_fp);
INCLUDE_ASM(s32, "code_190B20", func_80263C60);
INCLUDE_ASM(s32, "code_190B20", func_80263CC4);
INCLUDE_ASM(s32, "code_190B20", set_animation);
INCLUDE_ASM(s32, "code_190B20", func_80263E08);
INCLUDE_ASM(s32, "code_190B20", set_animation_rate);
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void set_actor_yaw(s32 actorId, s32 yaw) {
get_actor(actorId)->yaw = yaw;
}
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void set_part_yaw(s32 actorID, s32 partIndex, s32 value) {
get_actor_part(get_actor(actorID), partIndex)->yaw = value;
}
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INCLUDE_ASM(s32, "code_190B20", func_80263FE8);
INCLUDE_ASM(s32, "code_190B20", func_80264084);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy1);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy2);
INCLUDE_ASM(s32, "code_190B20", play_movement_dust_effects);
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INCLUDE_ASM(ActorPart*, "code_190B20", get_actor_part, Actor* actor, s32 partIndex);
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INCLUDE_ASM(s32, "code_190B20", load_player_actor);
INCLUDE_ASM(s32, "code_190B20", load_partner_actor);
INCLUDE_ASM(s32, "code_190B20", create_actor);
INCLUDE_ASM(s32, "code_190B20", func_80265CE8);
INCLUDE_ASM(s32, "code_190B20", func_80265D44);
INCLUDE_ASM(s32, "code_190B20", lookup_defense);
INCLUDE_ASM(s32, "code_190B20", lookup_status_chance);
INCLUDE_ASM(s32, "code_190B20", lookup_status_duration_mod);
INCLUDE_ASM(s32, "code_190B20", inflict_status);
INCLUDE_ASM(s32, "code_190B20", inflict_partner_ko);
INCLUDE_ASM(s32, "code_190B20", get_defense);
INCLUDE_ASM(s32, "code_190B20", func_802664DC);
INCLUDE_ASM(s32, "code_190B20", show_damage_popup);
INCLUDE_ASM(s32, "code_190B20", func_80266684);
INCLUDE_ASM(s32, "code_190B20", func_802666E4);
INCLUDE_ASM(s32, "code_190B20", func_802667F0);
INCLUDE_ASM(s32, "code_190B20", func_80266970);
INCLUDE_ASM(s32, "code_190B20", func_80266978);
INCLUDE_ASM(s32, "code_190B20", func_80266ADC);
INCLUDE_ASM(s32, "code_190B20", func_80266AF8);
INCLUDE_ASM(s32, "code_190B20", func_80266B14);
INCLUDE_ASM(s32, "code_190B20", try_inflict_status);
INCLUDE_ASM(s32, "code_190B20", inflict_status_set_duration);
INCLUDE_ASM(s32, "code_190B20", func_80266D6C);
INCLUDE_ASM(s32, "code_190B20", func_80266DAC);
INCLUDE_ASM(s32, "code_190B20", func_80266E14);
INCLUDE_ASM(s32, "code_190B20", func_80266E40);
INCLUDE_ASM(s32, "code_190B20", func_80266EA8);
INCLUDE_ASM(s32, "code_190B20", func_80266EE8);
INCLUDE_ASM(s32, "code_190B20", func_80266F60);
INCLUDE_ASM(s32, "code_190B20", func_80266F8C);
INCLUDE_ASM(s32, "code_190B20", func_80266FD8);
INCLUDE_ASM(s32, "code_190B20", func_80267018);
INCLUDE_ASM(s32, "code_190B20", func_8026709C);
INCLUDE_ASM(s32, "code_190B20", func_802670C8);
INCLUDE_ASM(s32, "code_190B20", add_part_decoration);
INCLUDE_ASM(s32, "code_190B20", add_actor_decoration);
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void remove_part_decoration(ActorPart* part, s32 decorationIndex) {
_remove_part_decoration(part, decorationIndex);
}
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INCLUDE_ASM(s32, "code_190B20", remove_actor_decoration);
s32 heroes_is_ability_active(Actor* actor, Ability ability) {
s32 actorGenus = actor->actorID & 0x700;
s32 hasAbility = FALSE;
if (actorGenus != 0x100) {
// Separate ifs required to match
if (actorGenus <= 0x100) {
if (actorGenus == 0 && (gBattleStatus.flags2 & 0x40) == 0) {
hasAbility = is_ability_active(ability);
}
}
} else {
hasAbility = is_partner_ability_active(ability);
}
return hasAbility;
}
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void create_part_shadow(s32 actorId, s32 partIndex) {
ActorPart* part = get_actor_part(get_actor(actorId), partIndex);
part->flags &= ~4;
part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z);
part->shadowScale = part->size[0] / 24.0;
}
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void remove_part_shadow(s32 actorId, s32 partIndex) {
ActorPart* part = get_actor_part(get_actor(actorId), partIndex);
part->flags |= 4;
func_80112328(part->shadow);
}
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void create_part_shadow_by_ptr(UNK_TYPE unused, ActorPart* part) {
part->flags &= ~4;
part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z);
part->shadowScale = part->size[0] / 24.0;
}
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INCLUDE_ASM(s32, "code_190B20", remove_player_buffs);
INCLUDE_ASM(s32, "code_190B20", func_8026777C);
INCLUDE_ASM(s32, "code_190B20", func_8026787C);
INCLUDE_ASM(s32, "code_190B20", func_80267A3C);
INCLUDE_ASM(s32, "code_190B20", reset_all_actor_sounds);
INCLUDE_ASM(s32, "code_190B20", hide_foreground_models_unchecked);
INCLUDE_ASM(s32, "code_190B20", show_foreground_models_unchecked);
INCLUDE_ASM(s32, "code_190B20", hide_foreground_models);
INCLUDE_ASM(s32, "code_190B20", show_foreground_models);
INCLUDE_ASM(s32, "code_190B20", StartRumbleWithParams);
INCLUDE_ASM(s32, "code_190B20", start_rumble_type);