#ifndef _VARIABLES_H_ #define _VARIABLES_H_ #include "ultra64.h" #include "common_structs.h" #include "types.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 BattleStatus gBattleStatus; extern ScriptInstance* gWorldScriptList[128]; extern ScriptInstance* gBattleScriptList[128]; extern ScriptInstance** gCurrentScriptListPtr[128]; extern s32 gScriptListCount; extern s32 gScriptIdList[128]; extern s32 gScriptIndexList[128]; extern Model* gWorldModelList[256]; extern Model* gBattleModelList[256]; extern Model** gCurrentModelListPtr[256]; extern u32* gWorldModelSpecialDls[32]; extern u32* gBattleModelSpecialDls[32]; extern u32** gCurrentModelSpecialDlsPtr[32]; extern Entity* gWorldEntityList[30]; extern Entity* gBattleEntityList[30]; extern Entity** gCurrentEntityListPtr[30]; extern s32 gLastCreatedEntityIndex; extern UNK_TYPE* gWorldDynamicEntityList[16]; extern UNK_TYPE* gBattleDynamicEntityList[16]; extern UNK_TYPE*** gCurrentDynamicEntityListPtr; extern Npc* gWorldNpcList[64]; extern Npc* gBattleNpcList[64]; extern Npc** gCurrentNpcListPtr[64]; extern Shadow* gWorldShadowList[60]; extern Shadow* gBattleShadowList[60]; extern Shadow** gCurrentShadowListPtr[60]; extern Camera gCameras[4]; extern s32 gCurrentCameraID; extern f32 gGlobalTimeSpace; 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 s16 D_80159AE2; extern s16 D_80159AE4; extern BackgroundHeader gBackgroundImage; extern s8 D_8014F12F; extern PrintContext* gCurrentPrintContext; extern s32 D_802DB264; extern PrintContext* D_802DB268; // Triggers extern s16 gTriggerCount; extern Trigger* gTriggerList1[64]; extern Trigger* gTriggerList2[64]; extern Trigger** gCurrentTriggerListPtr[64]; extern u16 gMapTransitionAlpha; extern u16 D_800A0942; extern s16 D_800A0944; extern s32 gGameState; extern s32 D_8009A650[1]; // curtains extern f32 D_8009BA90; extern f32 D_8009BA94; // curtain scale goal extern f32 D_8009BA98; extern f32 D_8009BA9C; // curtain fade goal extern s32 D_8009BAA0; // curtain draw callback 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[]; extern SaveData gCurrentSaveFile; extern s32 D_802D9CA4; extern u32* gMapFlags; extern u32* gMapVars; extern s32 gNumScripts; extern f32 D_80286540; // Scripts extern Bytecode* SCRIPT_NpcDefeat; #endif