Mario Kart 64
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update.inc.c
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1#include <actors.h>
2#include <waypoints.h>
3#include <defines.h>
4#include <main.h>
5#include <actors_extended.h>
6#include <code_800029B0.h>
7
8void func_802B3B44(struct ShellActor* shell) {
9 u16 currentWaypoint;
10 u16 nextWaypoint;
11 f32 temp_f0;
12 f32 temp_f0_2;
13 f32 temp_f0_3;
14 f32 temp_f12_3;
15 f32 temp_f14_2;
16 f32 temp_f16_2;
17 f32 temp_f2;
18 f32 temp_f12;
19 f32 temp_f28;
20 f32 temp_f20;
21 f32 temp_f22;
22 f32 temp_f24;
23 f32 temp_f12_0;
24 f32 temp_f12_1;
25 f32 temp_f12_2;
26 f32 temp_f18_3;
27 f32 temp_f16_3;
28 f32 temp_f26;
29 Vec3f origPos;
30
31 currentWaypoint = shell->pathIndex;
32 temp_f2 = D_80164490[currentWaypoint].posX;
33 temp_f12 = D_80164490[currentWaypoint].posY;
34 temp_f28 = D_80164490[currentWaypoint].posZ;
35 nextWaypoint = currentWaypoint + 1;
36
37 if (nextWaypoint >= D_80164430) {
38 nextWaypoint -= D_80164430;
39 }
40
41 temp_f20 = temp_f2 - shell->pos[0];
42 temp_f22 = temp_f12 - shell->pos[1];
43 temp_f24 = temp_f28 - shell->pos[2];
44 temp_f0 = (temp_f20 * temp_f20) + (temp_f22 * temp_f22) + (temp_f24 * temp_f24);
45 if (temp_f0 > 400.0f) {
46 temp_f18_3 = D_80164490[nextWaypoint].posX;
47 temp_f16_3 = D_80164490[nextWaypoint].posY;
48 temp_f26 = D_80164490[nextWaypoint].posZ;
49
50 temp_f12_0 = temp_f18_3 - shell->pos[0];
51 temp_f12_1 = temp_f16_3 - shell->pos[1];
52 temp_f12_2 = temp_f26 - shell->pos[2];
53
54 temp_f0_3 = (temp_f12_0 * temp_f12_0) + (temp_f12_1 * temp_f12_1) + (temp_f12_2 * temp_f12_2);
55 if (temp_f0_3 < temp_f0) {
56 shell->pathIndex = nextWaypoint;
57 } else {
58 temp_f0_2 = sqrtf(temp_f0) * 4.0f;
59 temp_f20 /= temp_f0_2;
60 temp_f22 /= temp_f0_2;
61 temp_f24 /= temp_f0_2;
62
63 temp_f12_3 = shell->velocity[0];
64 temp_f14_2 = shell->velocity[1];
65 temp_f16_2 = shell->velocity[2];
66
67 temp_f12_3 += temp_f20;
68 temp_f14_2 += temp_f22;
69 temp_f16_2 += temp_f24;
70 temp_f0 = sqrtf((temp_f12_3 * temp_f12_3) + (temp_f14_2 * temp_f14_2) + (temp_f16_2 * temp_f16_2));
71 if (temp_f0 > 6.0f) {
72 temp_f0 /= 6.0f;
73 temp_f12_3 /= temp_f0;
74 temp_f14_2 /= temp_f0;
75 temp_f16_2 /= temp_f0;
76 }
77 shell->velocity[0] = temp_f12_3;
78 shell->velocity[1] = temp_f14_2;
79 shell->velocity[2] = temp_f16_2;
80
81 origPos[0] = shell->pos[0];
82 origPos[1] = shell->pos[1];
83 origPos[2] = shell->pos[2];
84
85 shell->pos[0] += temp_f12_3;
86 shell->pos[1] += temp_f14_2;
87 shell->pos[2] += temp_f16_2;
88 actor_terrain_collision(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], origPos[0],
89 origPos[1], origPos[2]);
90 func_802B4E30((struct Actor*) shell);
91 }
92 } else {
93 if (temp_f0 > 5.0f) {
94 shell->pos[0] = temp_f2;
95 shell->pos[1] = shell->boundingBoxSize + temp_f12;
96 shell->pos[2] = temp_f28;
97 shell->pathIndex = nextWaypoint;
98 } else {
99 temp_f18_3 = D_80164490[nextWaypoint].posX;
100 temp_f16_3 = D_80164490[nextWaypoint].posY;
101 temp_f26 = D_80164490[nextWaypoint].posZ;
102
103 shell->pos[0] = (temp_f2 + temp_f18_3) * 0.5f;
104 shell->pos[1] = ((temp_f12 + temp_f16_3) * 0.5f) + shell->boundingBoxSize;
105 shell->pos[2] = (temp_f28 + temp_f26) * 0.5f;
106
107 shell->velocity[0] = (temp_f18_3 - temp_f2) * 0.5f;
108 shell->velocity[1] = (temp_f16_3 - temp_f12) * 0.5f;
109 shell->velocity[2] = (temp_f26 - temp_f28) * 0.5f;
110 }
111 }
112}
113
114void func_802B3E7C(struct ShellActor* shell, Player* player) {
115 f32 x_velocity;
116 f32 z_velocity;
117 f32 xz_dist;
118 Vec3f newPosition;
119
120 x_velocity = player->pos[0];
121 x_velocity -= shell->pos[0];
122 z_velocity = player->pos[2];
123 z_velocity -= shell->pos[2];
124 xz_dist = sqrtf((x_velocity * x_velocity) + (z_velocity * z_velocity)) / 8;
125 if (xz_dist == 0.0f) {
126 x_velocity = 0.0f;
127 z_velocity = 0.0f;
128 } else {
129 x_velocity /= xz_dist;
130 z_velocity /= xz_dist;
131 }
132
133 newPosition[0] = shell->pos[0];
134 newPosition[1] = shell->pos[1];
135 newPosition[2] = shell->pos[2];
136 shell->pos[0] += x_velocity;
137 shell->pos[1] -= 2.0f;
138 shell->pos[2] += z_velocity;
139 shell->velocity[0] = x_velocity;
140 shell->velocity[1] = -2.0f;
141 shell->velocity[2] = z_velocity;
142
143 if (player->effects & BOO_EFFECT) {
144 destroy_destructable_actor((struct Actor*) shell);
145 } else {
146 actor_terrain_collision(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], newPosition[0],
147 newPosition[1], newPosition[2]);
148 func_802B4E30((struct Actor*) shell);
149 func_802B4104(shell);
150 }
151}
152
157s16 func_802B3FD0(Player* owner, struct ShellActor* shell) {
158 Player* player;
159 s32 playerIndex;
160 f32 playerToShellDistance;
161 s16 playerId = -1;
162 f32 smallestDistance = 25000000.0f;
163
164 for (playerIndex = 0; playerIndex < 4; playerIndex++) {
165 player = &gPlayers[playerIndex];
166 if ((player->type & PLAYER_EXISTS) == 0) {
167 continue;
168 }
169 if (player == owner) {
170 continue;
171 }
172 if (gPlayerBalloonCount[playerIndex] < 0) {
173 continue;
174 }
175 // func_802B51E8 is not quite a 3D distance function, it doubles (rather than squares) the Z difference of the
176 // positions
177 playerToShellDistance = func_802B51E8(player->pos, shell->pos);
178 if (playerToShellDistance < smallestDistance) {
179 smallestDistance = playerToShellDistance;
180 playerId = player - gPlayerOne;
181 }
182 }
183
184 return playerId;
185}
186
187void func_802B4104(struct ShellActor* shell) {
188 if ((shell->unk30.surfaceDistance[0] < 0.0f) &&
189 ((shell->unk30.unk48[1] < 0.25f) || (shell->unk30.unk48[1] > -0.25f))) {
190 destroy_destructable_actor((struct Actor*) shell);
191 func_800C98B8(shell->pos, shell->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x54));
192 shell->flags |= 0x80;
193 } else if ((shell->unk30.surfaceDistance[1] < 0.0f) &&
194 ((shell->unk30.unk54[1] < 0.25f) || (shell->unk30.unk54[1] < -0.25f))) {
195 destroy_destructable_actor((struct Actor*) shell);
196 func_800C98B8(shell->pos, shell->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x54));
197 shell->flags |= 0x80;
198 }
199}
200
207 UNUSED f32 pad9;
208 Player* player;
209 f32 height;
210 UNUSED f32 temp_f14;
211 f32 temp_f2;
212 s16 temp_v0;
213 UNUSED s16 pad3;
214 Vec3f somePosVel;
215 struct Controller* controller;
216 TripleShellParent* parent;
217 UNUSED f32 pad0;
218 UNUSED f32 pad1;
219 UNUSED f32 pad2;
220 UNUSED f32 pad4;
221 UNUSED f32 pad5;
222 UNUSED f32 pad6;
223 UNUSED f32 pad7;
224 UNUSED f32 pad8;
225 UNUSED f32 pad10;
226 UNUSED f32 pad11;
227 UNUSED f32 pad12;
228 UNUSED s16 pad13;
229 UNUSED s16 pad13_2;
230 UNUSED f32 pad14;
231 UNUSED f32 pad15;
232 UNUSED f32 pad16;
233 UNUSED f32 pad17;
234 Vec3f origPos;
235
236 pad1 = shell->pos[0];
237 pad0 = shell->pos[2];
238 pad2 = shell->pos[1];
239 pad13 = shell->type;
240 if ((pad0 < (f32) gCourseMinZ) || ((f32) gCourseMaxZ < pad0) || (pad1 < (f32) gCourseMinX) ||
241 ((f32) gCourseMaxX < pad1) || (pad2 < (f32) gCourseMinY)) {
242 destroy_destructable_actor((struct Actor*) shell);
243 }
244
245 shell->rotVelocity += 0x71C;
246 switch (shell->state) {
247 case HELD_SHELL:
248 player = &gPlayers[shell->playerId];
249 copy_collision(&player->collision, &shell->unk30);
250 somePosVel[0] = 0.0f;
251 somePosVel[1] = player->boundingBoxSize;
252 somePosVel[2] = -(player->boundingBoxSize + shell->boundingBoxSize + 2.0f);
253 mtxf_translate_vec3f_mat3(somePosVel, player->orientationMatrix);
254 shell->pos[0] = player->pos[0] + somePosVel[0];
255 pad7 = player->pos[1] - somePosVel[1];
256 shell->pos[2] = player->pos[2] + somePosVel[2];
257 height = calculate_surface_height(shell->pos[0], pad7, shell->pos[2], player->collision.meshIndexZX);
258 temp_f2 = pad7 - height;
259
260 if ((temp_f2 < 5.0f) && (temp_f2 > -5.0f)) {
261 shell->pos[1] = shell->boundingBoxSize + height;
262 } else {
263 shell->pos[1] = pad7;
264 }
265
266 if ((player->type & PLAYER_HUMAN) != 0) {
267 if (gDemoMode) {
268 controller = gControllerOne;
269 } else {
270 controller = &gControllers[shell->playerId];
271 }
272 } else {
273 controller = gControllerOne;
274 }
275
276 if ((controller->buttonDepressed & Z_TRIG) != 0) {
277 controller->buttonDepressed &= ~Z_TRIG;
278 shell->state = RELEASED_SHELL;
279 if (player->unk_0C0 > 0) {
280 shell->rotAngle = 0x78E3;
281 } else {
282 shell->rotAngle = -0x78E4;
283 }
284 }
285 break;
286 case RELEASED_SHELL:
287 player = &gPlayers[shell->playerId];
288 if (shell->rotAngle > 0) {
289 shell->rotAngle -= 0x71C;
290 if (shell->rotAngle < 0) {
291 shell->state = MOVING_SHELL;
292 func_800C9060(shell->playerId, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x04));
293 func_800C90F4(shell->playerId,
294 (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x00));
295 if (pad13 == ACTOR_RED_SHELL) {
297 } else {
299 func_800C9D80(shell->pos, shell->velocity, SOUND_ARG_LOAD(0x51, 0x01, 0x80, 0x08));
300 }
301 }
302 } else {
303 shell->rotAngle += 0x71C;
304 if (shell->rotAngle > 0) {
305 shell->state = MOVING_SHELL;
306 func_800C9060(shell->playerId, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x04));
307 func_800C90F4(shell->playerId,
308 (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x00));
309 if (pad13 == ACTOR_RED_SHELL) {
311 } else {
313 func_800C9D80(shell->pos, shell->velocity, SOUND_ARG_LOAD(0x51, 0x01, 0x80, 0x08));
314 }
315 }
316 }
317 if (shell->state == MOVING_SHELL) {
318 shell->someTimer = 0x001E;
319 height = 8.0f;
320 if (player->unk_094 > 8.0f) {
321 height = player->unk_094 * 1.2f;
322 }
323 somePosVel[0] = 0.0f;
324 somePosVel[1] = 0.0f;
325 somePosVel[2] = height;
326 func_802B64C4(somePosVel, (s16) (player->rotation[1] + player->unk_0C0));
327 shell->velocity[0] = somePosVel[0];
328 shell->velocity[1] = somePosVel[1];
329 shell->velocity[2] = somePosVel[2];
330 } else {
331 somePosVel[0] = sins(shell->rotAngle) * 8.0f;
332 somePosVel[1] = shell->boundingBoxSize - player->boundingBoxSize;
333 somePosVel[2] = coss(shell->rotAngle) * 8.0f;
334 mtxf_translate_vec3f_mat3(somePosVel, player->orientationMatrix);
335 shell->pos[0] = player->pos[0] + somePosVel[0];
336 shell->pos[1] = player->pos[1] + somePosVel[1];
337 shell->pos[2] = player->pos[2] + somePosVel[2];
338 }
339 break;
340 case MOVING_SHELL:
341 player = &gPlayers[shell->playerId];
342 shell->someTimer -= 1;
343 if (shell->someTimer == 0) {
344 shell->flags &= 0xEFFF;
345 if (shell->type == ACTOR_BLUE_SPINY_SHELL) {
347 shell->state = BLUE_SHELL_LOCK_ON;
348 shell->shellId = 1000.0f;
349 temp_v0 = gNearestWaypointByPlayerId[player - gPlayerOne] + 8;
350 if ((s32) D_80164430 < temp_v0) {
351 temp_v0 -= D_80164430;
352 }
353 shell->pathIndex = temp_v0;
354 } else if (gModeSelection == BATTLE) {
355 shell->shellId = 1000.0f;
356 shell->targetPlayer = func_802B3FD0(player, shell);
357 if (shell->targetPlayer < 0) {
358 shell->flags = 0x8000;
359 shell->velocity[1] = 3.0f;
360 shell->pathIndex = 0;
361 shell->someTimer = 0x003C;
362 shell->state = DESTROYED_SHELL;
363 } else {
364 shell->state = RED_SHELL_LOCK_ON;
365 }
366 } else {
367 if (player->currentRank == 0) {
368 shell->state = TRIPLE_GREEN_SHELL;
369 shell->someTimer = 0x0258;
370 temp_v0 = gNearestWaypointByPlayerId[player - gPlayerOne] + 8;
371 if ((s32) D_80164430 < temp_v0) {
372 temp_v0 -= D_80164430;
373 }
374 shell->pathIndex = temp_v0;
375 } else if (player->currentRank >= 5) {
377 shell->shellId = 1000.0f;
378 temp_v0 = gNearestWaypointByPlayerId[player - gPlayerOne] + 8;
379 if ((s32) D_80164430 < temp_v0) {
380 temp_v0 -= D_80164430;
381 }
382 shell->pathIndex = temp_v0;
383 shell->targetPlayer = gPlayerPositionLUT[player->currentRank - 1];
384 } else {
385 shell->state = RED_SHELL_LOCK_ON;
386 shell->shellId = 1000.0f;
387 shell->targetPlayer = gPlayerPositionLUT[player->currentRank - 1];
388 }
389 }
390 }
391 shell->velocity[1] -= 0.5;
392 if (shell->velocity[1] < -2.0f) {
393 shell->velocity[1] = -2.0f;
394 }
395 origPos[0] = shell->pos[0];
396 origPos[1] = shell->pos[1];
397 origPos[2] = shell->pos[2];
398 shell->pos[0] += shell->velocity[0];
399 shell->pos[1] += shell->velocity[1];
400 shell->pos[2] += shell->velocity[2];
401 actor_terrain_collision(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], origPos[0],
402 origPos[1], origPos[2]);
403 func_802B4E30((struct Actor*) shell);
404 func_802B4104(shell);
405 break;
407 func_802B3E7C(shell, &gPlayers[shell->targetPlayer]);
408 break;
410 func_802B3B44(shell);
411 if (shell->someTimer == 0) {
412 if ((shell->flags & 0xF) == 0) {
413 destroy_destructable_actor((struct Actor*) shell);
414 } else {
415 shell->someTimer -= 1;
416 }
417 }
418 break;
420 func_802B3B44(shell);
421 player = &gPlayers[shell->targetPlayer];
422 height = player->pos[0];
423 height -= shell->pos[0];
424 temp_f2 = player->pos[2];
425 temp_f2 -= shell->pos[2];
426 if (((height * height) + (temp_f2 * temp_f2)) < 40000.0f) {
427 shell->state = RED_SHELL_LOCK_ON;
428 }
429 break;
430 case TRIPLE_RED_SHELL:
431 player = &gPlayers[shell->playerId];
432 parent = (TripleShellParent*) &gActorList[shell->parentIndex];
433 if (parent->type != ACTOR_TRIPLE_RED_SHELL) {
434 destroy_destructable_actor((struct Actor*) shell);
435 } else {
436 shell->rotAngle += parent->rotVelocity;
437 somePosVel[0] = sins(shell->rotAngle) * 8.0f;
438 somePosVel[1] = shell->boundingBoxSize - player->boundingBoxSize;
439 somePosVel[2] = coss(shell->rotAngle) * 8.0f;
440 mtxf_translate_vec3f_mat3(somePosVel, player->orientationMatrix);
441 origPos[0] = shell->pos[0];
442 origPos[1] = shell->pos[1];
443 origPos[2] = shell->pos[2];
444 shell->pos[0] = player->pos[0] + somePosVel[0];
445 shell->pos[1] = player->pos[1] + somePosVel[1];
446 shell->pos[2] = player->pos[2] + somePosVel[2];
447 actor_terrain_collision(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], origPos[0],
448 origPos[1], origPos[2]);
449 func_802B4E30((struct Actor*) shell);
450 }
451 break;
452 case DESTROYED_SHELL:
453 shell->velocity[1] -= 0.3f;
454 if (shell->velocity[1] < -5.0f) {
455 shell->velocity[1] = -5.0f;
456 }
457 shell->rotAngle += 0x5B0;
458 shell->someTimer -= 1;
459 shell->pos[1] += shell->velocity[1];
460 if (shell->someTimer == 0) {
461 destroy_actor((struct Actor*) shell);
462 }
463 break;
465 func_802B3B44(shell);
466 shell->targetPlayer = gPlayerPositionLUT[0];
467 player = &gPlayers[gPlayerPositionLUT[0]];
468 height = player->pos[0];
469 height -= shell->pos[0];
470 temp_f2 = player->pos[2];
471 temp_f2 -= shell->pos[2];
472 if (((height * height) + (temp_f2 * temp_f2)) < 40000.0f) {
474 }
475 break;
476 case 9:
477 func_802B3E7C(shell, &gPlayers[shell->targetPlayer]);
478 break;
479 default:
480 break;
481 }
482}
@ ACTOR_BLUE_SPINY_SHELL
Definition actor_types.h:80
@ ACTOR_RED_SHELL
Definition actor_types.h:46
@ ACTOR_TRIPLE_RED_SHELL
Definition actor_types.h:60
@ 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
void destroy_destructable_actor(struct Actor *actor)
Definition actors.c:1841
void destroy_actor(struct Actor *actor)
Definition actors.c:1313
void copy_collision(Collision *src, Collision *dest)
Definition actors_extended.c:19
void func_802B4E30(struct Actor *arg0)
Definition actors_extended.c:972
void func_802B3E7C(struct ShellActor *shell, Player *player)
Definition update.inc.c:114
void func_802B3B44(struct ShellActor *shell)
Definition update.inc.c:8
void func_802B4104(struct ShellActor *shell)
Definition update.inc.c:187
void update_actor_red_blue_shell(struct ShellActor *shell)
Update the red and blue shell actors.
Definition update.inc.c:206
s16 func_802B3FD0(Player *owner, struct ShellActor *shell)
Definition update.inc.c:157
s16 gCourseMinZ
Definition code_800029B0.c:93
s16 gCourseMaxZ
Definition code_800029B0.c:92
s16 gCourseMinX
Definition code_800029B0.c:87
struct Actor gActorList[ACTOR_LIST_SIZE]
Definition code_800029B0.c:148
s16 gCourseMinY
Definition code_800029B0.c:90
s16 gCourseMaxX
Definition code_800029B0.c:86
s16 gPlayerPositionLUT[8]
Definition code_800029B0.c:144
s32 add_red_shell_in_unexpired_actor_list(s32 actorIndex)
Definition code_80005FD0.c:3269
TrackWaypoint * D_80164490
Definition code_80005FD0.c:166
u16 gNearestWaypointByPlayerId[12]
Definition code_80005FD0.c:162
s32 add_blue_shell_in_unexpired_actor_list(s32 arg0)
Definition code_80005FD0.c:3285
u16 D_80164430
Definition code_80005FD0.c:161
s16 gPlayerBalloonCount[8]
Definition code_80057C60_var.c:232
f32 calculate_surface_height(f32 x, f32 y, f32 z, u16 index)
Definition collision.c:527
u16 actor_terrain_collision(Collision *collision, f32 boundingBoxSize, f32 newX, f32 newY, f32 newZ, f32 oldX, f32 oldY, f32 oldZ)
Definition collision.c:1236
f32 Vec3f[3]
Definition common_structs.h:6
#define BOO_EFFECT
Definition defines.h:384
#define BATTLE
Definition defines.h:146
#define PLAYER_EXISTS
Definition defines.h:102
#define PLAYER_HUMAN
Definition defines.h:101
void func_800C9060(u8 playerId, u32 soundBits)
Definition external.c:2862
void func_800C90F4(u8 playerId, u32 soundBits)
Definition external.c:2875
void func_800C9D80(Vec3f position, Vec3f velocity, u32 soundBits)
Definition external.c:3115
void func_800C98B8(Vec3f position, Vec3f velocity, u32 soundBits)
Definition external.c:3027
#define UNUSED
Definition macros.h:23
Player * gPlayerOne
Definition main.c:72
Player gPlayers[NUM_PLAYERS]
Definition main.c:71
struct Controller gControllers[NUM_PLAYERS]
Definition main.c:61
u16 gDemoMode
Definition main.c:172
struct Controller * gControllerOne
Definition main.c:62
s32 gModeSelection
Definition main.c:181
float sqrtf(float)
f32 sins(u16 arg0)
Definition math_util.c:1077
void func_802B64C4(Vec3f arg0, s16 arg1)
Definition math_util.c:606
f32 func_802B51E8(Vec3f arg0, Vec3f arg1)
Definition math_util.c:73
void mtxf_translate_vec3f_mat3(Vec3f pos, Mat3 mat)
Definition math_util.c:574
f32 coss(u16 arg0)
Definition math_util.c:1081
#define Z_TRIG
Definition os.h:393
#define SOUND_ARG_LOAD(sound_bank, byte2, byte3, sound_id)
Definition sounds.h:14
Definition actor_types.h:120
s16 state
Definition actor_types.h:124
Vec3f velocity
Definition actor_types.h:130
Collision unk30
Definition actor_types.h:131
s16 flags
Definition actor_types.h:122
Vec3f pos
Definition actor_types.h:129
f32 boundingBoxSize
Definition actor_types.h:126
Vec3f surfaceDistance
Definition common_structs.h:140
Vec3f unk54
Definition common_structs.h:142
u16 meshIndexZX
Definition common_structs.h:139
Vec3f unk48
Definition common_structs.h:141
Definition common_structs.h:62
u16 buttonDepressed
Definition common_structs.h:67
Definition common_structs.h:249
s16 unk_0C0
Definition common_structs.h:299
f32 unk_094
Definition common_structs.h:284
Mat3 orientationMatrix
Definition common_structs.h:326
u16 characterId
Definition common_structs.h:354
u32 effects
Definition common_structs.h:298
Vec3s rotation
Definition common_structs.h:261
Collision collision
Definition common_structs.h:324
f32 boundingBoxSize
Definition common_structs.h:274
u16 type
Definition common_structs.h:250
s16 currentRank
Definition common_structs.h:252
Vec3f pos
Definition common_structs.h:259
Definition actor_types.h:304
s16 rotAngle
Definition actor_types.h:320
s16 rotVelocity
Definition actor_types.h:318
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
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
s16 posZ
Definition waypoints.h:9
s16 posY
Definition waypoints.h:8
s16 posX
Definition waypoints.h:7
Definition actor_types.h:288
s16 rotVelocity
Definition actor_types.h:295
s16 type
Definition actor_types.h:289
signed int s32
Definition ultratypes.h:15
signed short int s16
Definition ultratypes.h:13
float f32
Definition ultratypes.h:34
unsigned short int u16
Definition ultratypes.h:14