#include "code_190B20.h" INCLUDE_ASM(s32, "code_190B20", create_target_list); void player_create_target_list(Actor* actor) { create_target_list(actor, 0); } void enemy_create_target_list(Actor* actor) { create_target_list(actor, 1); } 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); void set_actor_yaw(s32 actorId, s32 yaw) { get_actor(actorId)->yaw = yaw; } void set_part_yaw(s32 actorID, s32 partIndex, s32 value) { get_actor_part(get_actor(actorID), partIndex)->yaw = value; } 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); INCLUDE_ASM(ActorPart*, "code_190B20", get_actor_part, Actor* actor, s32 partIndex); 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); #ifdef NON_MATCHING typedef struct { Element element; s32 defense; } DefenseTableEntry; s32 lookup_defense(DefenseTableEntry* defenseTable, Element elementKey) { DefenseTableEntry* row; s32 normalDefense = 0; for (row = defenseTable; row->element != Element_END; row++) { if (row->element == Element_NORMAL) { normalDefense = row->defense; } if (row->element == elementKey) { return row->defense; } } // Fall back to normal defense if given element is not specified in table return normalDefense; } #else INCLUDE_ASM(s32, "code_190B20", lookup_defense); #endif INCLUDE_ASM(s32, "code_190B20", lookup_status_chance); // exactly (?) the same as lookup_defense INCLUDE_ASM(s32, "code_190B20", lookup_status_duration_mod); // exactly (?) the same as lookup_defense 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); #ifdef NON_MATCHING // Register allocation issues (decorationIndex is placed in s2 for seemingly no reason?). // Should be easy to clean up once DecorationTable is more understood void add_part_decoration(ActorPart* part, s32 decorationIndex, DecorationId decorationType) { if (part->idleAnimations && (part->flags & 2) == 0) { DecorationTable* decoration = &part->decorationTable->unk_00[decorationIndex]; _remove_part_decoration(part, decorationIndex); decoration->decorationType[0] = decorationType; decoration->unk_8BA = 1; decoration->unk_8BC = 0; func_8025CEC8(part); } } #else INCLUDE_ASM(void, "code_190B20", add_part_decoration, ActorPart* part, s32 decorationIndex, DecorationId decorationType); #endif void add_actor_decoration(Actor* actor, s32 decorationIndex, DecorationId decorationType) { ActorPart* part; for (part = actor->partsTable; part != NULL; part = part->nextPart) { if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) { add_part_decoration(part, decorationIndex, decorationType); } } } void remove_part_decoration(ActorPart* part, s32 decorationIndex) { _remove_part_decoration(part, decorationIndex); } void remove_actor_decoration(Actor* actor, s32 decorationIndex) { ActorPart* part; for (part = actor->partsTable; part != NULL; part = part->nextPart) { if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) { remove_part_decoration(part, decorationIndex); } } } 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; } 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; } void remove_part_shadow(s32 actorId, s32 partIndex) { ActorPart* part = get_actor_part(get_actor(actorId), partIndex); part->flags |= 4; func_80112328(part->shadow); } void create_part_shadow_by_ptr(UNK_TYPE arg0, 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; } 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);