papermario/src/code_1A5830.c
2020-10-14 23:49:49 -04:00

140 lines
3.4 KiB
C

#include "common.h"
INCLUDE_ASM(s32, "code_1A5830", func_80276F50);
INCLUDE_ASM(s32, "code_1A5830", dispatch_event_general);
INCLUDE_ASM(s32, "code_1A5830", play_hit_sound);
INCLUDE_ASM(s32, "code_1A5830", dispatch_event_actor);
INCLUDE_ASM(s32, "code_1A5830", calc_enemy_test_target);
INCLUDE_ASM(s32, "code_1A5830", calc_enemy_damage_target);
INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor);
INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_0);
INCLUDE_ASM(s32, "code_1A5830", dispatch_damage_event_actor_1);
INCLUDE_ASM(s32, "code_1A5830", BindTakeTurn);
INCLUDE_ASM(s32, "code_1A5830", PauseTakeTurn);
INCLUDE_ASM(s32, "code_1A5830", ResumeTakeTurn);
INCLUDE_ASM(s32, "code_1A5830", BindIdle);
INCLUDE_ASM(s32, "code_1A5830", EnableIdleScript);
INCLUDE_ASM(s32, "code_1A5830", BindHandleEvent);
INCLUDE_ASM(s32, "code_1A5830", BindNextTurn);
INCLUDE_ASM(s32, "code_1A5830", JumpToGoal);
INCLUDE_ASM(s32, "code_1A5830", IdleJumpToGoal);
INCLUDE_ASM(s32, "code_1A5830", JumpToGoalSimple2);
INCLUDE_ASM(s32, "code_1A5830", JumpWithBounce);
INCLUDE_ASM(s32, "code_1A5830", LandJump);
INCLUDE_ASM(s32, "code_1A5830", FallToGoal);
INCLUDE_ASM(s32, "code_1A5830", RunToGoal);
INCLUDE_ASM(s32, "code_1A5830", IdleRunToGoal);
INCLUDE_ASM(s32, "code_1A5830", JumpPartTo);
INCLUDE_ASM(s32, "code_1A5830", FallPartTo);
INCLUDE_ASM(s32, "code_1A5830", LandJumpPart);
INCLUDE_ASM(s32, "code_1A5830", RunPartTo);
INCLUDE_ASM(s32, "code_1A5830", update_lerp_battle);
INCLUDE_ASM(s32, "code_1A5830", FlyToGoal);
INCLUDE_ASM(s32, "code_1A5830", IdleFlyToGoal);
INCLUDE_ASM(s32, "code_1A5830", FlyPartTo);
INCLUDE_ASM(s32, "code_1A5830", GetLastEvent);
INCLUDE_ASM(s32, "code_1A5830", SetTargetActor);
INCLUDE_ASM(s32, "code_1A5830", SetEnemyHP);
INCLUDE_ASM(s32, "code_1A5830", GetActorHP);
INCLUDE_ASM(s32, "code_1A5830", GetEnemyMaxHP);
INCLUDE_ASM(s32, "code_1A5830", RemoveActor);
INCLUDE_ASM(s32, "code_1A5830", DropStarPoints);
INCLUDE_ASM(s32, "code_1A5830", SetDefenseTable);
INCLUDE_ASM(s32, "code_1A5830", SetStatusTable);
INCLUDE_ASM(s32, "code_1A5830", SetIdleAnimations);
INCLUDE_ASM(s32, "code_1A5830", func_8027CC10);
INCLUDE_ASM(s32, "code_1A5830", EnemyDamageTarget);
INCLUDE_ASM(s32, "code_1A5830", EnemyFollowupAfflictTarget);
INCLUDE_ASM(s32, "code_1A5830", EnemyTestTarget);
INCLUDE_ASM(s32, "code_1A5830", DispatchDamageEvent);
INCLUDE_ASM(s32, "code_1A5830", DispatchEvent);
INCLUDE_ASM(s32, "code_1A5830", func_8027D2D8);
INCLUDE_ASM(s32, "code_1A5830", func_8027D32C);
INCLUDE_ASM(s32, "code_1A5830", SetTargetOffset);
INCLUDE_ASM(s32, "code_1A5830", func_8027D434);
INCLUDE_ASM(s32, "code_1A5830", func_8027D4C8);
INCLUDE_ASM(s32, "code_1A5830", EnableActorBlur);
INCLUDE_ASM(s32, "code_1A5830", func_8027D628);
INCLUDE_ASM(s32, "code_1A5830", AfflictActor);
INCLUDE_ASM(s32, "code_1A5830", func_8027D75C);
INCLUDE_ASM(s32, "code_1A5830", GetEncounterState);
INCLUDE_ASM(s32, "code_1A5830", YieldTurn);
INCLUDE_ASM(s32, "code_1A5830", SetActorSize);
INCLUDE_ASM(s32, "code_1A5830", GetActorSize);
INCLUDE_ASM(s32, "code_1A5830", SetPartSize);
INCLUDE_ASM(s32, "code_1A5830", GetOriginalActorType);
INCLUDE_ASM(s32, "code_1A5830", GetCurrentActorType);
INCLUDE_ASM(s32, "code_1A5830", GetLastDamage);
INCLUDE_ASM(s32, "code_1A5830", EnableActorGlow);
INCLUDE_ASM(s32, "code_1A5830", WasStatusInflicted);
INCLUDE_ASM(s32, "code_1A5830", CopyStatusEffects);
INCLUDE_ASM(s32, "code_1A5830", ClearStatusEffects);