mirror of
https://github.com/pmret/papermario.git
synced 2024-11-19 09:22:30 +01:00
140 lines
3.4 KiB
C
140 lines
3.4 KiB
C
#include "common.h"
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INCLUDE_ASM(s32, "code_1A5830", func_80276F50);
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INCLUDE_ASM(s32, "code_1A5830", dispatch_event_general);
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INCLUDE_ASM(s32, "code_1A5830", play_hit_sound);
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INCLUDE_ASM(s32, "code_1A5830", dispatch_event_actor);
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INCLUDE_ASM(s32, "code_1A5830", calc_enemy_test_target);
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INCLUDE_ASM(s32, "code_1A5830", calc_enemy_damage_target);
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INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor);
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INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_0);
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INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_1);
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INCLUDE_ASM(s32, "code_1A5830", BindTakeTurn);
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INCLUDE_ASM(s32, "code_1A5830", PauseTakeTurn);
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INCLUDE_ASM(s32, "code_1A5830", ResumeTakeTurn);
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INCLUDE_ASM(s32, "code_1A5830", BindIdle);
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INCLUDE_ASM(s32, "code_1A5830", EnableIdleScript);
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INCLUDE_ASM(s32, "code_1A5830", BindHandleEvent);
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INCLUDE_ASM(s32, "code_1A5830", BindNextTurn);
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INCLUDE_ASM(s32, "code_1A5830", JumpToGoal);
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INCLUDE_ASM(s32, "code_1A5830", IdleJumpToGoal);
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INCLUDE_ASM(s32, "code_1A5830", JumpToGoalSimple2);
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INCLUDE_ASM(s32, "code_1A5830", JumpWithBounce);
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INCLUDE_ASM(s32, "code_1A5830", LandJump);
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INCLUDE_ASM(s32, "code_1A5830", FallToGoal);
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INCLUDE_ASM(s32, "code_1A5830", RunToGoal);
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INCLUDE_ASM(s32, "code_1A5830", IdleRunToGoal);
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INCLUDE_ASM(s32, "code_1A5830", JumpPartTo);
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INCLUDE_ASM(s32, "code_1A5830", FallPartTo);
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INCLUDE_ASM(s32, "code_1A5830", LandJumpPart);
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INCLUDE_ASM(s32, "code_1A5830", RunPartTo);
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INCLUDE_ASM(s32, "code_1A5830", update_lerp_battle);
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INCLUDE_ASM(s32, "code_1A5830", FlyToGoal);
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INCLUDE_ASM(s32, "code_1A5830", IdleFlyToGoal);
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INCLUDE_ASM(s32, "code_1A5830", FlyPartTo);
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INCLUDE_ASM(s32, "code_1A5830", GetLastEvent);
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INCLUDE_ASM(s32, "code_1A5830", SetTargetActor);
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INCLUDE_ASM(s32, "code_1A5830", SetEnemyHP);
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INCLUDE_ASM(s32, "code_1A5830", GetActorHP);
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INCLUDE_ASM(s32, "code_1A5830", GetEnemyMaxHP);
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INCLUDE_ASM(s32, "code_1A5830", RemoveActor);
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INCLUDE_ASM(s32, "code_1A5830", DropStarPoints);
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INCLUDE_ASM(s32, "code_1A5830", SetDefenseTable);
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INCLUDE_ASM(s32, "code_1A5830", SetStatusTable);
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INCLUDE_ASM(s32, "code_1A5830", SetIdleAnimations);
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INCLUDE_ASM(s32, "code_1A5830", func_8027CC10);
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INCLUDE_ASM(s32, "code_1A5830", EnemyDamageTarget);
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INCLUDE_ASM(s32, "code_1A5830", EnemyFollowupAfflictTarget);
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INCLUDE_ASM(s32, "code_1A5830", EnemyTestTarget);
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INCLUDE_ASM(s32, "code_1A5830", DispatchDamageEvent);
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INCLUDE_ASM(s32, "code_1A5830", DispatchEvent);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D2D8);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D32C);
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INCLUDE_ASM(s32, "code_1A5830", SetTargetOffset);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D434);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D4C8);
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INCLUDE_ASM(s32, "code_1A5830", EnableActorBlur);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D628);
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INCLUDE_ASM(s32, "code_1A5830", AfflictActor);
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INCLUDE_ASM(s32, "code_1A5830", func_8027D75C);
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INCLUDE_ASM(s32, "code_1A5830", GetEncounterState);
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INCLUDE_ASM(s32, "code_1A5830", YieldTurn);
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INCLUDE_ASM(s32, "code_1A5830", SetActorSize);
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INCLUDE_ASM(s32, "code_1A5830", GetActorSize);
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INCLUDE_ASM(s32, "code_1A5830", SetPartSize);
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INCLUDE_ASM(s32, "code_1A5830", GetOriginalActorType);
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INCLUDE_ASM(s32, "code_1A5830", GetCurrentActorType);
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INCLUDE_ASM(s32, "code_1A5830", GetLastDamage);
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INCLUDE_ASM(s32, "code_1A5830", EnableActorGlow);
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INCLUDE_ASM(s32, "code_1A5830", WasStatusInflicted);
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INCLUDE_ASM(s32, "code_1A5830", CopyStatusEffects);
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INCLUDE_ASM(s32, "code_1A5830", ClearStatusEffects);
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