#ifndef _FUNCTIONS_H_ #define _FUNCTIONS_H_ #include "ultra64.h" #include "common_structs.h" #include "enums.h" void osCleanupThread(void); s32 heap_malloc(s32 size); HeapNode* _heap_create(void* addr, s32 size); s32 get_global_byte(s32 index); s32 get_global_flag(s32 index); s32 get_area_byte(s32 index); s32 get_area_flag(s32 index); Shadow* get_shadow_by_index(s32 index); void render_player_model(); f32 integrate_gravity(void); // Text PrintContext* load_string(s32 stringID, s32* a1); void get_screen_coords(Cam camID, f32 x, f32 y, f32 z, f32* outX, f32* outY, f32* outZ); void parent_collider_to_model(s32 colliderID, s16 modelIndex); void clone_model(u16 srcModelID, u16 newModelID); Model* get_model_from_list_index(s32 listIndex); s32 get_model_list_index_from_tree_index(s32 treeIndex); void get_model_center_and_size(s32 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY, f32* sizeZ); void func_80072950(s32, f32, f32, f32, f32, s32 time); void update_collider_transform(s16 colliderID); void get_collider_center(s32 colliderID, f32* x, f32* y, f32* z); s32 is_trigger_bound(Trigger*, Bytecode* script); Trigger* create_trigger(TriggerDefinition* def); s32 _bound_script_trigger_handler(Trigger* trigger); Actor* get_actor(s32 actorID); ActorPart* get_actor_part(Actor* actor, s32 partIndex); s32 func_800494C0(Npc* npc, s32 arg1, s32 arg2); s32 get_variable(ScriptInstance* script, Bytecode var); s32 set_variable(ScriptInstance* script, Bytecode var, s32 value); f32 get_float_variable(ScriptInstance* script, Bytecode var); f32 set_float_variable(ScriptInstance* script, Bytecode var, f32 value); void set_script_timescale(ScriptInstance* script, f32 timescale); f32 sin_deg(f32 x); f32 cos_deg(f32 x); s16 round(f32); f32 atan2(f32 startX, f32 startZ, f32 endX, f32 endZ); f32 clamp_angle(f32 theta); s32 func_80055448(s32); s32 func_80055464(s32, s32); s32 func_800554A4(s32, s32); s32 func_800554E8(s32, s32); s32 func_800555E4(s32); s32 osGetId(); s32 func_800EF394(f32); s32 does_script_exist(s32 id); ScriptInstance* start_script(Bytecode* initialLine, s32 priority, s32 initialState); ScriptInstance* start_script_in_group(Bytecode* initialLine, u8 priority, s32 initialState, u8 groupFlags); void func_8011B7C0(u16, s32, s32); void func_80137D88(s32, f32); void func_80137DA4(s32, f32); s32 func_80137E10(s32, u8, u8, u8); void func_80137E4C(s32, s32, s32, s32); s32 rand_int(s32); void sort_items(void); s32 is_ability_active(s32 arg0); f32 update_lerp(Easing easing, f32 start, f32 end, s32 elapsed, s32 duration); void make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 unk1, s32 unk2, s32 unk3); void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height); void disable_player_shadow(void); Npc* get_npc_safe(NpcId npcId); Npc* get_npc_unsafe(NpcId npcId); Npc* resolve_npc(ScriptInstance* script, NpcId npcIdOrPtr); void set_npc_yaw(Npc* npcPtr, f32 angle); f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by); f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz); void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta); s32 play_sound_at_position(s32 soundID, s32 value2, f32 posX, f32 posY, f32 posZ); s32 set_music_track(s32 musicPlayer, s32 songID, s32 variation, s32 unk, s32 volume); ScriptInstance* get_script_by_index(s32 index); void suspend_all_group(s32 groupFlags); void kill_script(ScriptInstance* instanceToKill); #endif