#ifndef _VARIABLES_H_ #define _VARIABLES_H_ #include "ultra64.h" #include "common_structs.h" #include "types.h" #include "macros.h" #include "enums.h" extern UiStatus gUIStatus; extern PlayerData gPlayerData; extern ActionState gPlayerActionState; extern PlayerAnim gPlayerAnimation; extern PlayerStatus gPlayerStatus; extern PlayerStatus* gPlayerStatusPtr; extern CollisionStatus gCollisionStatus; extern GameStatus* gGameStatusPtr[1]; extern s32 gRandSeed; extern StaticItem gItemTable[364]; extern s16 gMainGameState; /* 0 = battle, 1 = pause, 2 = world */ extern UNK_FUN_PTR(gCurrentUpdateFunction); extern s32 gBattleState; extern BattleStatus gBattleStatus; extern s32 gBattleDmaDest; extern ScriptList gWorldScriptList; extern ScriptList gBattleScriptList; extern ScriptList* gCurrentScriptListPtr; extern s32 gNumScripts; extern s32 D_802DAC98; extern s32 gScriptListCount; extern s32 gScriptIdList[MAX_SCRIPTS]; extern s32 gScriptIndexList[MAX_SCRIPTS]; extern s32 gMoveScriptTable[][4]; extern ModelList gWorldModelList; extern ModelList gBattleModelList; extern ModelList* gCurrentModelListPtr; // TODO: potentially a display list, figure this out extern u32* gWorldModelSpecialDls[32]; extern u32* gBattleModelSpecialDls[32]; extern u32** gCurrentModelSpecialDlsPtr[32]; extern EntityList gWorldEntityList; extern EntityList gBattleEntityList; extern EntityList* gCurrentEntityListPtr; extern s32 gLastCreatedEntityIndex; extern DynamicEntityList gWorldDynamicEntityList; extern DynamicEntityList gBattleDynamicEntityList; extern DynamicEntityList* gCurrentDynamicEntityListPtr; extern NpcList gWorldNpcList; extern NpcList gBattleNpcList; extern NpcList* gCurrentNpcListPtr; extern ShadowList gWorldShadowList; extern ShadowList gBattleShadowList; extern ShadowList* gCurrentShadowListPtr; extern Camera gCameras[4]; extern s32 gCurrentCameraID; extern Npc* gPlayerNpcPtr; extern s8 D_800A0900; extern EncounterStatus gCurrentEncounter; extern s16 D_80151308; extern s32 D_80151310; extern s16* D_80151328; extern s16 D_8010CD10; extern s16 D_8010CD12; extern s32 D_8010CD20; extern s32 D_8010EF08; extern s32 D_8010F094; // player shadow index? extern s32 D_801595A0; extern BackgroundHeader gBackgroundImage; extern PrintContext* gCurrentPrintContext; extern s32 D_802DB264; extern PrintContext* D_802DB268; // Triggers extern s16 gTriggerCount; extern TriggerList gTriggerList1; extern TriggerList gTriggerList2; extern TriggerList* gCurrentTriggerListPtr; // Map transition data. Should probably be a struct extern u16 gMapTransitionAlpha; extern s16 D_800A0942; extern s16 D_800A0944; 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; // Pause extern s32 gPauseMenuStrings[348]; extern s32 gGameState; extern s32 D_8009A650[1]; extern u16 D_8009A6A0; extern u16 D_8009A6A2; extern u16 D_8009A6A4; extern u16 D_8009A6A6; extern s16 gCurrentDoorSoundsSet; extern s32 D_800D9620; extern UNK_TYPE D_800E92D8; extern UNK_TYPE D_80147474; extern UNK_TYPE D_80147574; extern UNK_TYPE D_80109270; extern UNK_TYPE D_80108558; extern UNK_TYPE D_8010F250; // play_sound state struct? extern s8 D_8010EBB0[]; // Effects extern EffectTableEntry gEffectTable[135]; //nusys extern OSPiHandle* carthandle; extern SaveData gCurrentSaveFile; extern s32 D_802D9CA4; extern u32* gMapFlags; extern u32* gMapVars; extern f32 D_80286540; extern u32 gWorldMapVars[MAX_MAPVARS]; extern u32 gBattleMapVars[MAX_MAPVARS]; extern u32 gWorldMapFlags[MAX_MAPFLAGS]; extern u32 gBattleMapFlags[MAX_MAPFLAGS]; extern s32 D_8009A5D8; extern u8 D_800779B0; extern u8 D_800A0963; // Scripts extern Bytecode* SCRIPT_NpcDefeat; extern Bytecode* ShakeCam1; extern Bytecode* ShakeCamX; extern Bytecode* D_802D9D50; extern s16 gMusicUnkVolume; extern s16 gMusicUnkVolume2; extern s16 gMusicCurrentVolume; extern s16 gMusicTargetVolume; extern MusicPlayer gMusicPlayers[4]; extern MusicPlayer D_8014F6F0; #endif