Mario Kart 64
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actor_types.h
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1#ifndef ACTOR_TYPES_H
2#define ACTOR_TYPES_H
3
4#include <ultra64.h>
5#include <macros.h>
6#include <common_structs.h>
7
8// #pragma GCC diagnostic push
9// #pragma GCC diagnostic ignored "-Wmicrosoft-extension"
10// #pragma GCC diagnostic ignored "-Wmissing-member-name-in-structure-/-union"
11
85
86#define ACTOR_LIST_SIZE 100
87
88// Actor flags
89#define ACTOR_IS_NOT_EXPIRED 0xF // The actor possesses some kind of collision and can be removed
90
91// Actor shell->state (green, red and blue)
93 HELD_SHELL, // Single shell that has not been dropped. (probably holding Z).
94 RELEASED_SHELL, // This is the short window where single shells aren't being held or launched.
95 MOVING_SHELL, // Moving towards its target after being shot.
96 RED_SHELL_LOCK_ON, // Red shell is targeting.
97 TRIPLE_GREEN_SHELL, // Loses triple shell state when shot.
98 GREEN_SHELL_HIT_A_RACER, // A racer has been hit by a green shell.
99 TRIPLE_RED_SHELL, // Loses triple shell state when shot.
100 DESTROYED_SHELL, // Collision with the shell.
101 BLUE_SHELL_LOCK_ON, // A blue shell has found a target and is hastily approaching it.
102 BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss.
104
105// Actor banana->state
107 HELD_BANANA, // Single banana that has not been dropped.
108 DROPPED_BANANA, // A banana in the state of being dropped on the ground (it only last for a few frames).
109 FIRST_BANANA_BUNCH_BANANA, // The first banana of the banana bunch
110 BANANA_BUNCH_BANANA, // Every banana of the banana bunch except the first one.
111 BANANA_ON_GROUND, // A banana sitting on the ground.
112 DESTROYED_BANANA // Collision with the banana.
114
115// Actor fakeItemBox->state
116#define HELD_FAKE_ITEM_BOX 0 // Item box is being held be Z.
117#define FAKE_ITEM_BOX_ON_GROUND 1 // Item box is on the ground.
118#define DESTROYED_FAKE_ITEM_BOX 2 // Collision with fake item box.
119
120struct Actor {
121 /* 0x00 */ s16 type;
122 /* 0x02 */ s16 flags;
123 /* 0x04 */ s16 unk_04;
124 /* 0x06 */ s16 state;
125 /* 0x08 */ f32 unk_08;
127 /* 0x10 */ Vec3s rot;
128 /* 0x16 */ s16 unk_16;
129 /* 0x18 */ Vec3f pos;
130 /* 0x24 */ Vec3f velocity;
131 /* 0x30 */ Collision unk30;
132}; // size = 0x70
133
134// Duplicate declare for simplicity when externing actors & packed files.
135extern struct Actor gActorList[ACTOR_LIST_SIZE]; // D_8015F9B8
136
137/*
138Specialized actor types
139*/
140
141/*
142Used by the locomotive, tender, and passenger car
143*/
144struct TrainCar {
145 /* 0x00 */ s16 type;
146 /* 0x02 */ s16 flags;
147 /* 0x04 */ s16 unk_04;
148 /* 0x06 */ s16 wheelRot;
149 /* 0x08 */ f32 unk_08;
150 /* 0x0C */ f32 unk_0C;
151 /* 0x10 */ Vec3s rot;
152 /* 0x10 */ s16 unk_16;
153 /* 0x18 */ Vec3f pos;
154 /* 0x24 */ Vec3f velocity;
155 /* 0x30 */ Collision unk30;
156}; // size = 0x70
157
159 /* 0x00 */ s16 type;
160 /* 0x02 */ s16 flags;
161 /* 0x04 */ s16 someTimer;
162 /* 0x06 */ s16 crossingId;
163 /* 0x08 */ f32 unk_08;
164 /* 0x0C */ f32 unk_0C;
165 /* 0x10 */ Vec3s rot;
166 /* 0x16 */ s16 unk_16;
167 /* 0x18 */ Vec3f pos;
168 /* 0x24 */ Vec3f velocity;
169 /* 0x30 */ Collision unk30;
170}; // size = 0x70
171
173 /* 0x00 */ s16 type;
174 /* 0x02 */ s16 flags;
175 /* 0x04 */ s16 respawnTimer;
176 /* 0x06 */ s16 unk_06;
177 /* 0x08 */ f32 unk_08;
179 /* 0x10 */ Vec3s rot;
180 /* 0x16 */ s16 unk_16;
181 /* 0x18 */ Vec3f pos;
182 /* 0x24 */ Vec3f velocity;
183 /* 0x30 */ Collision unk30;
184}; // size = 0x70
185
187 /* 0x00 */ Vec3s pos;
188 union {
189 /* 0x06 */ u16 someId; // Usually populated, but not necessarily used by all actors types
190 /* 0x06 */ s16 signedSomeId;
191 };
192};
193
194// Required for evaluate_collision_player_palm_trees due to diff size.
195// members unverified. data located at d_course_dks_jungle_parkway_tree_spawn
205 /* 0x00 */ Vec3s pos;
206 // Techinically only the bottom byte of someId is the "id". The top byte is used for flags.
207 /* 0x06 */ s16 someId;
208 // Stores the tree's original Y position.
209 /* 0x08 */ s16 unk8;
210};
211
213 /* 0x00 */ s16 type;
214 /* 0x02 */ s16 flags;
215 /* 0x04 */ s16 unk_04;
216 /* 0x06 */ s16 unk_06;
217 /* 0x08 */ f32 pathRadius;
219 /* 0x10 */ s16 pathRot;
220 /* 0x12 */ s16 eggRot;
221 /* 0x14 */ s16 unk_14;
222 /* 0x16 */ s16 unk_16;
223 /* 0x18 */ Vec3f pos;
224 // Note, pathCenter[1] should be understood to be the Y velocity of the egg
225 // pathCenter[0] and pathCenter[2] are the X,Z coordinates of the center of the path
226 /* 0x24 */ Vec3f pathCenter;
227 /* 0x30 */ Collision unk30;
228}; // size = 0x70
229
231 /* 0x00 */ s16 type;
232 /* 0x02 */ s16 flags;
233 /* 0x04 */ s16
234 targetPlayer; // Id of the player this actor tracks. Each player has their own kiwano actor just for them
235 /* 0x06 */ s16 state;
236 /* 0x08 */ f32 bonkTimer; // bonkState? Not sure what this is tracking, but its some form of count down that starts
237 // after the fruit hits you
239 /* 0x10 */ s16 animState;
240 /* 0x12 */ s16 animTimer;
241 /* 0x14 */ s16 unk_14;
242 /* 0x16 */ s16 unk_16;
243 /* 0x18 */ Vec3f pos;
244 /* 0x24 */ Vec3f velocity;
245 /* 0x30 */ Collision unk30;
246}; // size = 0x70
247
249 /* 0x00 */ s16 type;
250 /* 0x02 */ s16 flags;
251 /* 0x04 */ s16 unk_04;
252 /* 0x06 */ s16 wheelRot;
253 /* 0x08 */ f32 unk_08;
254 /* 0x0C */ f32 unk_0C;
255 /* 0x10 */ Vec3s boatRot;
256 /* 0x16 */ s16 unk_16;
257 /* 0x18 */ Vec3f pos;
258 /* 0x24 */ Vec3f velocity;
259 /* 0x30 */ Collision unk30;
260}; // size = 0x70
261
263 /* 0x00 */ s16 type;
264 /* 0x02 */ s16 flags;
265 /* 0x04 */ Vec4s visibilityStates; // A per-camera visibilty state tracker
267 /* 0x10 */ Vec4s unk10;
268 /* 0x18 */ Vec3f pos;
269 /* 0x24 */ Vec4s timers; // A per-camera timer. Might be more appropriate to call this state
270 /* 0x2C */ f32 unk_02C;
271 /* 0x30 */ Collision unk30;
272}; // size = 0x70
273
274struct PalmTree {
275 /* 0x00 */ s16 type;
276 /* 0x02 */ s16 flags;
277 /* 0x04 */ s16 variant; // four different types of palm trees
278 /* 0x06 */ s16 state;
279 /* 0x08 */ f32 unk_08;
281 /* 0x10 */ Vec3s rot;
282 /* 0x16 */ s16 unk_16;
283 /* 0x18 */ Vec3f pos;
284 /* 0x24 */ Vec3f velocity;
285 /* 0x30 */ Collision unk30;
286}; // size = 0x70
287
288typedef struct {
289 /* 0x00 */ s16 type;
290 /* 0x02 */ s16 flags;
292 /* 0x06 */ s16 state;
293 /* 0x08 */ f32 unk_08;
294 /* 0x0C */ f32 unk_0C;
295 /* 0x10 */ s16 rotVelocity;
296 /* 0x12 */ s16 rotAngle;
297 /* 0x14 */ s16 playerId; // Id of the player that "owns" the shells
298 /* 0x16 */ s16 unk_16;
299 /* 0x18 */ Vec3f unk_18;
300 /* 0x24 */ Vec3f shellIndices; // Indices in gActorList for the shells "owned" by this parent
301 /* 0x30 */ Collision unk30;
302} TripleShellParent; // size = 0x70
303
305 /* 0x00 */ s16 type;
306 /* 0x02 */ s16 flags;
307 // Index in gActorList for the parent actor of this shell
308 // Seems to pull double duty as a timer
309 union {
310 /* 0x04 */ s16 parentIndex;
311 /* 0x04 */ s16 someTimer;
312 // Red Shells only (maybe blue shells?)
313 /* 0x04 */ s16 targetPlayer; // Player the shell is after
314 };
315 /* 0x06 */ s16 state;
316 /* 0x08 */ f32 shellId; // 0, 1, or 2. Indicates which shell in the triplet this one is
318 /* 0x10 */ s16 rotVelocity; // Change in rotAngle on a per-update basis
319 union {
320 /* 0x12 */ s16 rotAngle; // Angle of rotation around player (or parent?), not the rotation of the shell itself
321 /* 0x12 */ u16 pathIndex; // Index in the set of points that make up the "path" the red/blue shell follows (may
322 // be GP mode exclusive)
323 };
324 /* 0x14 */ s16 playerId; // Id of the player that "owns" the shell
325 /* 0x16 */ s16 unk_16;
326 /* 0x18 */ Vec3f pos;
327 /* 0x24 */ Vec3f velocity; // All 0 until the shell is fired
328 /* 0x30 */ Collision unk30;
329}; // size = 0x70
330
331struct ItemBox {
332 /* 0x00 */ s16 type;
333 /* 0x02 */ s16 flags;
334 /* 0x04 */ s16 someTimer;
335 /* 0x06 */ s16 state;
336 /* 0x08 */ f32 resetDistance; // Value added to the Y position when box is touched. Expected to be negative
337 // Distance at which a player can activate the item box
338 // Named "bounding box" to match the name used for the "size" of a kart
340 /* 0x10 */ Vec3s rot;
341 /* 0x16 */ s16 unk_16;
342 /* 0x18 */ Vec3f pos;
343 /* 0x24 */ f32 origY; // Original Y position. Basically the Y position the box will reset to after being touched
344 /* 0x28 */ f32 unk_028;
345 /* 0x2C */ f32 unk_02C;
346 /* 0x30 */ Collision unk30;
347}; // size = 0x70
348
350 /* 0x00 */ s16 type;
351 /* 0x02 */ s16 flags;
352 /* 0x04 */ s16 someTimer;
353 /* 0x06 */ s16 state;
354 /* 0x08 */ f32 sizeScaling; // Controls the size of the box
356 /* 0x10 */ Vec3s rot;
357 /* 0x16 */ s16 unk_16;
358 /* 0x18 */ Vec3f pos;
359 /* 0x24 */ f32 playerId;
360 /* 0x28 */ f32 targetY;
361 /* 0x2C */ f32 unk_02C;
362 /* 0x30 */ Collision unk30;
363}; // size = 0x70
364
366 /* 0x00 */ s16 type;
367 /* 0x02 */ s16 flags;
368 /* 0x04 */ s16 unk_04;
369 /* 0x06 */ s16 state;
370 /* 0x08 */ f32 unk_08;
371 /* 0x0C */ f32 unk_0C;
372 /* 0x10 */ s16 playerId; // Player that own the bananas
373 /* 0x12 */ s16 bananaIndices[5]; // Indices in gActorList for the bananas owned by this parent
375 /* 0x1E */ s16 unk_1E;
376 /* 0x20 */ f32 unk_20[4];
377 /* 0x30 */ Collision unk30;
378}; // size = 0x70
379
381 /* 0x00 */ s16 type;
382 /* 0x02 */ s16 flags;
383 /* 0x04 */ s16 unk_04;
384 /* 0x06 */ s16 state;
385 /* 0x08 */ s16 parentIndex;
386 /* 0x0A */ s16 bananaId; // ? Appears to indiciate which banana of the bunch this one is
388 union {
389 /* 0x10 */ Vec3s rot;
390 struct {
391 /* 0x10 */ s16 playerId; // Id of the player that owns this banana
392 /* 0x12 */ s16 elderIndex; // Index in gActorList of the next-oldest banana in the bunch
393 /* 0x14 */ s16 youngerIndex; // Index in gActorList of the next-youngest banana in the bunch
394 };
395 };
396 /* 0x16 */ s16 unk_16;
397 /* 0x18 */ Vec3f pos;
398 /* 0x24 */ Vec3f velocity;
399 /* 0x30 */ Collision unk30;
400}; // size = 0x70
401
402// #pragma GCC diagnostic pop
403
404#endif // ACTOR_TYPES_H
ActorType
Definition actor_types.h:38
@ ACTOR_UNKNOWN_0x14
Definition actor_types.h:58
@ ACTOR_BANANA_BUNCH
Definition actor_types.h:52
@ ACTOR_PADDLE_BOAT
Definition actor_types.h:76
@ ACTOR_BLUE_SPINY_SHELL
Definition actor_types.h:80
@ ACTOR_RED_SHELL
Definition actor_types.h:46
@ ACTOR_WARIO_SIGN
Definition actor_types.h:73
@ ACTOR_CACTUS2_KALAMARI_DESERT
Definition actor_types.h:69
@ ACTOR_BUSH_BOWSERS_CASTLE
Definition actor_types.h:71
@ ACTOR_MARIO_SIGN
Definition actor_types.h:61
@ ACTOR_TRIPLE_RED_SHELL
Definition actor_types.h:60
@ ACTOR_CACTUS3_KALAMARI_DESERT
Definition actor_types.h:70
@ ACTOR_UNKNOWN_0x1B
Definition actor_types.h:65
@ ACTOR_UNKNOWN_0x23
Definition actor_types.h:74
@ ACTOR_COW
Definition actor_types.h:56
@ ACTOR_RAILROAD_CROSSING
Definition actor_types.h:77
@ ACTOR_PIRANHA_PLANT
Definition actor_types.h:48
@ ACTOR_CACTUS1_KALAMARI_DESERT
Definition actor_types.h:68
@ ACTOR_UNKNOWN_0x01
Definition actor_types.h:39
@ ACTOR_SCHOOL_BUS
Definition actor_types.h:78
@ ACTOR_PALM_TREE
Definition actor_types.h:63
@ ACTOR_TREE_ROYAL_RACEWAY
Definition actor_types.h:42
@ ACTOR_FALLING_ROCK
Definition actor_types.h:43
@ ACTOR_UNKNOWN_0x0B
Definition actor_types.h:49
@ ACTOR_GREEN_SHELL
Definition actor_types.h:45
@ ACTOR_KIWANO_FRUIT
Definition actor_types.h:83
@ ACTOR_YOSHI_EGG
Definition actor_types.h:47
@ ACTOR_TRAIN_ENGINE
Definition actor_types.h:53
@ ACTOR_UNKNOWN_0x21
Definition actor_types.h:72
@ ACTOR_FAKE_ITEM_BOX
Definition actor_types.h:51
@ ACTOR_TREE_MOO_MOO_FARM
Definition actor_types.h:57
@ ACTOR_UNKNOWN_0x1A
Definition actor_types.h:64
@ ACTOR_TRAIN_TENDER
Definition actor_types.h:54
@ ACTOR_TANKER_TRUCK
Definition actor_types.h:79
@ ACTOR_TRIPLE_GREEN_SHELL
Definition actor_types.h:59
@ ACTOR_TREE_YOSHI_VALLEY
Definition actor_types.h:41
@ ACTOR_TRAIN_PASSENGER_CAR
Definition actor_types.h:55
@ ACTOR_BANANA
Definition actor_types.h:44
@ ACTOR_CAR
Definition actor_types.h:82
@ ACTOR_UNKNOWN_0x18
Definition actor_types.h:62
@ ACTOR_HOT_AIR_BALLOON_ITEM_BOX
Definition actor_types.h:81
@ ACTOR_TREE_BOWSERS_CASTLE
Definition actor_types.h:66
@ ACTOR_TREE_FRAPPE_SNOWLAND
Definition actor_types.h:67
@ ACTOR_BOX_TRUCK
Definition actor_types.h:75
@ ACTOR_TREE_MARIO_RACEWAY
Definition actor_types.h:40
@ ACTOR_ITEM_BOX
Definition actor_types.h:50
#define ACTOR_LIST_SIZE
Definition actor_types.h:86
struct Actor gActorList[ACTOR_LIST_SIZE]
Definition code_800029B0.c:148
ShellState
Definition actor_types.h:92
@ DESTROYED_SHELL
Definition actor_types.h:100
@ MOVING_SHELL
Definition actor_types.h:95
@ HELD_SHELL
Definition actor_types.h:93
@ TRIPLE_RED_SHELL
Definition actor_types.h:99
@ BLUE_SHELL_TARGET_ELIMINATED
Definition actor_types.h:102
@ RELEASED_SHELL
Definition actor_types.h:94
@ GREEN_SHELL_HIT_A_RACER
Definition actor_types.h:98
@ TRIPLE_GREEN_SHELL
Definition actor_types.h:97
@ BLUE_SHELL_LOCK_ON
Definition actor_types.h:101
@ RED_SHELL_LOCK_ON
Definition actor_types.h:96
BananaState
Definition actor_types.h:106
@ BANANA_ON_GROUND
Definition actor_types.h:111
@ DROPPED_BANANA
Definition actor_types.h:108
@ DESTROYED_BANANA
Definition actor_types.h:112
@ HELD_BANANA
Definition actor_types.h:107
@ BANANA_BUNCH_BANANA
Definition actor_types.h:110
@ FIRST_BANANA_BUNCH_BANANA
Definition actor_types.h:109
s16 Vec4s[4]
Definition common_structs.h:13
f32 Vec3f[3]
Definition common_structs.h:6
s16 Vec3s[3]
Definition common_structs.h:11
Definition actor_types.h:186
s16 signedSomeId
Definition actor_types.h:190
Vec3s pos
Definition actor_types.h:187
u16 someId
Definition actor_types.h:189
Definition actor_types.h:120
s16 type
Definition actor_types.h:121
s16 unk_16
Definition actor_types.h:128
s16 state
Definition actor_types.h:124
Vec3s rot
Definition actor_types.h:127
Vec3f velocity
Definition actor_types.h:130
Collision unk30
Definition actor_types.h:131
f32 unk_08
Definition actor_types.h:125
s16 unk_04
Definition actor_types.h:123
s16 flags
Definition actor_types.h:122
Vec3f pos
Definition actor_types.h:129
f32 boundingBoxSize
Definition actor_types.h:126
Definition actor_types.h:380
Vec3f velocity
Definition actor_types.h:398
Vec3s rot
Definition actor_types.h:389
Collision unk30
Definition actor_types.h:399
f32 boundingBoxSize
Definition actor_types.h:387
s16 unk_16
Definition actor_types.h:396
s16 playerId
Definition actor_types.h:391
s16 elderIndex
Definition actor_types.h:392
s16 type
Definition actor_types.h:381
Vec3f pos
Definition actor_types.h:397
s16 bananaId
Definition actor_types.h:386
s16 unk_04
Definition actor_types.h:383
s16 flags
Definition actor_types.h:382
s16 youngerIndex
Definition actor_types.h:393
s16 parentIndex
Definition actor_types.h:385
s16 state
Definition actor_types.h:384
Definition actor_types.h:365
s16 playerId
Definition actor_types.h:372
s16 bananasAvailable
Definition actor_types.h:374
s16 state
Definition actor_types.h:369
s16 unk_04
Definition actor_types.h:368
f32 unk_08
Definition actor_types.h:370
s16 unk_1E
Definition actor_types.h:375
s16 flags
Definition actor_types.h:367
s16 bananaIndices[5]
Definition actor_types.h:373
f32 unk_0C
Definition actor_types.h:371
f32 unk_20[4]
Definition actor_types.h:376
Collision unk30
Definition actor_types.h:377
s16 type
Definition actor_types.h:366
Definition common_structs.h:132
Definition actor_types.h:349
Vec3s rot
Definition actor_types.h:356
s16 someTimer
Definition actor_types.h:352
f32 targetY
Definition actor_types.h:360
s16 flags
Definition actor_types.h:351
f32 boundingBoxSize
Definition actor_types.h:355
f32 sizeScaling
Definition actor_types.h:354
Collision unk30
Definition actor_types.h:362
f32 playerId
Definition actor_types.h:359
s16 state
Definition actor_types.h:353
s16 unk_16
Definition actor_types.h:357
s16 type
Definition actor_types.h:350
Vec3f pos
Definition actor_types.h:358
f32 unk_02C
Definition actor_types.h:361
Definition actor_types.h:172
Collision unk30
Definition actor_types.h:183
s16 respawnTimer
Definition actor_types.h:175
f32 unk_08
Definition actor_types.h:177
Vec3s rot
Definition actor_types.h:179
s16 unk_06
Definition actor_types.h:176
Vec3f pos
Definition actor_types.h:181
f32 boundingBoxSize
Definition actor_types.h:178
s16 unk_16
Definition actor_types.h:180
Vec3f velocity
Definition actor_types.h:182
s16 type
Definition actor_types.h:173
s16 flags
Definition actor_types.h:174
Definition actor_types.h:331
s16 someTimer
Definition actor_types.h:334
s16 flags
Definition actor_types.h:333
f32 unk_028
Definition actor_types.h:344
f32 origY
Definition actor_types.h:343
f32 boundingBoxSize
Definition actor_types.h:339
s16 type
Definition actor_types.h:332
Vec3f pos
Definition actor_types.h:342
s16 state
Definition actor_types.h:335
f32 resetDistance
Definition actor_types.h:336
Vec3s rot
Definition actor_types.h:340
f32 unk_02C
Definition actor_types.h:345
Collision unk30
Definition actor_types.h:346
s16 unk_16
Definition actor_types.h:341
Definition actor_types.h:230
f32 boundingBoxSize
Definition actor_types.h:238
Collision unk30
Definition actor_types.h:245
f32 bonkTimer
Definition actor_types.h:236
Vec3f velocity
Definition actor_types.h:244
s16 animState
Definition actor_types.h:239
s16 animTimer
Definition actor_types.h:240
s16 type
Definition actor_types.h:231
s16 unk_16
Definition actor_types.h:242
s16 unk_14
Definition actor_types.h:241
s16 flags
Definition actor_types.h:232
s16 targetPlayer
Definition actor_types.h:234
Vec3f pos
Definition actor_types.h:243
s16 state
Definition actor_types.h:235
Definition actor_types.h:248
Vec3f pos
Definition actor_types.h:257
Vec3s boatRot
Definition actor_types.h:255
s16 unk_04
Definition actor_types.h:251
Vec3f velocity
Definition actor_types.h:258
f32 unk_0C
Definition actor_types.h:254
s16 wheelRot
Definition actor_types.h:252
s16 unk_16
Definition actor_types.h:256
f32 unk_08
Definition actor_types.h:253
s16 flags
Definition actor_types.h:250
s16 type
Definition actor_types.h:249
Collision unk30
Definition actor_types.h:259
Definition actor_types.h:274
Vec3s rot
Definition actor_types.h:281
s16 state
Definition actor_types.h:278
s16 type
Definition actor_types.h:275
s16 unk_16
Definition actor_types.h:282
f32 unk_08
Definition actor_types.h:279
s16 variant
Definition actor_types.h:277
s16 flags
Definition actor_types.h:276
Vec3f velocity
Definition actor_types.h:284
Vec3f pos
Definition actor_types.h:283
f32 boundingBoxSize
Definition actor_types.h:280
Collision unk30
Definition actor_types.h:285
Definition actor_types.h:262
Vec4s visibilityStates
Definition actor_types.h:265
s16 type
Definition actor_types.h:263
Collision unk30
Definition actor_types.h:271
Vec4s timers
Definition actor_types.h:269
f32 unk_02C
Definition actor_types.h:270
Vec4s unk10
Definition actor_types.h:267
s16 flags
Definition actor_types.h:264
Vec3f pos
Definition actor_types.h:268
f32 boundingBoxSize
Definition actor_types.h:266
Definition actor_types.h:158
Vec3f velocity
Definition actor_types.h:168
s16 unk_16
Definition actor_types.h:166
s16 type
Definition actor_types.h:159
f32 unk_0C
Definition actor_types.h:164
s16 flags
Definition actor_types.h:160
s16 crossingId
Definition actor_types.h:162
f32 unk_08
Definition actor_types.h:163
Vec3s rot
Definition actor_types.h:165
Collision unk30
Definition actor_types.h:169
Vec3f pos
Definition actor_types.h:167
s16 someTimer
Definition actor_types.h:161
Definition actor_types.h:304
s16 rotAngle
Definition actor_types.h:320
s16 rotVelocity
Definition actor_types.h:318
s16 unk_16
Definition actor_types.h:325
s16 flags
Definition actor_types.h:306
f32 boundingBoxSize
Definition actor_types.h:317
s16 state
Definition actor_types.h:315
f32 shellId
Definition actor_types.h:316
s16 type
Definition actor_types.h:305
s16 playerId
Definition actor_types.h:324
Vec3f velocity
Definition actor_types.h:327
s16 parentIndex
Definition actor_types.h:310
Vec3f pos
Definition actor_types.h:326
Collision unk30
Definition actor_types.h:328
s16 targetPlayer
Definition actor_types.h:313
s16 someTimer
Definition actor_types.h:311
u16 pathIndex
Definition actor_types.h:321
Definition actor_types.h:144
s16 flags
Definition actor_types.h:146
s16 unk_04
Definition actor_types.h:147
s16 unk_16
Definition actor_types.h:152
s16 wheelRot
Definition actor_types.h:148
f32 unk_0C
Definition actor_types.h:150
f32 unk_08
Definition actor_types.h:149
Vec3f pos
Definition actor_types.h:153
Vec3f velocity
Definition actor_types.h:154
s16 type
Definition actor_types.h:145
Vec3s rot
Definition actor_types.h:151
Collision unk30
Definition actor_types.h:155
Definition actor_types.h:288
Collision unk30
Definition actor_types.h:301
s16 playerId
Definition actor_types.h:297
s16 state
Definition actor_types.h:292
s16 shellsAvailable
Definition actor_types.h:291
s16 rotVelocity
Definition actor_types.h:295
Vec3f unk_18
Definition actor_types.h:299
s16 type
Definition actor_types.h:289
s16 rotAngle
Definition actor_types.h:296
s16 unk_16
Definition actor_types.h:298
s16 flags
Definition actor_types.h:290
f32 unk_0C
Definition actor_types.h:294
Vec3f shellIndices
Definition actor_types.h:300
f32 unk_08
Definition actor_types.h:293
Definition actor_types.h:204
Vec3s pos
Definition actor_types.h:205
s16 someId
Definition actor_types.h:207
s16 unk8
Definition actor_types.h:209
Definition actor_types.h:212
s16 unk_14
Definition actor_types.h:221
Collision unk30
Definition actor_types.h:227
s16 eggRot
Definition actor_types.h:220
s16 type
Definition actor_types.h:213
s16 flags
Definition actor_types.h:214
Vec3f pos
Definition actor_types.h:223
f32 pathRadius
Definition actor_types.h:217
s16 unk_16
Definition actor_types.h:222
s16 unk_06
Definition actor_types.h:216
s16 unk_04
Definition actor_types.h:215
f32 boundingBoxSize
Definition actor_types.h:218
Vec3f pathCenter
Definition actor_types.h:226
s16 pathRot
Definition actor_types.h:219
signed short int s16
Definition ultratypes.h:13
float f32
Definition ultratypes.h:34
unsigned short int u16
Definition ultratypes.h:14