Mario Kart 64
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vehicle_utils.inc.c File Reference
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Macros

#define GET_PATH_LENGTH(pathPoint)
 

Functions

void generate_train_path (void)
 
void generate_ferry_path (void)
 
void spawn_vehicle_on_road (VehicleStuff *vehicle)
 
void spawn_course_vehicles (void)
 
void set_vehicle_pos_pathPoint (TrainCarStuff *trainCar, Path2D *posXZ, u16 pathPoint)
 
void init_vehicles_trains (void)
 
void sync_train_components (TrainCarStuff *trainCar, s16 orientationY)
 sync the train components vehicle with the actor
 
void update_vehicle_trains (void)
 
void handle_trains_interactions (s32 playerId, Player *player)
 
void func_80013054 (void)
 
void check_ai_crossing_distance (s32 playerId)
 
void init_vehicles_ferry (void)
 
void update_vehicle_paddle_boats (void)
 
void handle_paddleBoats_interactions (Player *player)
 
void initialize_toads_turnpike_vehicle (f32 speedA, f32 speedB, s32 numVehicles, s32 arg3, VehicleStuff *vehicleList, TrackPathPoint *pathPointList)
 
f32 func_80013C74 (s16 someType, s16 pathPointIndex)
 
void update_vehicle_follow_pathPoint (VehicleStuff *vehicle)
 
void handle_vehicle_interactions (s32 playerId, Player *player, VehicleStuff *vehicle, f32 distanceX, f32 distanceY, s32 vehicleCount, u32 soundBits)
 
f32 player_track_position_factor_vehicle (s16 someType, f32 arg1, s16 pathIndex)
 
void update_player_track_position_factor_from_vehicle (s32 playerId, s32 vehicleCount, VehicleStuff *vehicle)
 
void init_vehicles_box_trucks (void)
 
void update_vehicle_box_trucks (void)
 
void handle_box_trucks_interactions (s32 playerId, Player *player)
 
void update_player_track_position_factor_from_box_trucks (s32 playerId)
 
void init_vehicles_school_buses (void)
 
void update_vehicle_school_bus (void)
 
void handle_school_buses_interactions (s32 playerId, Player *player)
 
void update_player_track_position_factor_from_buses (s32 playerId)
 
void init_vehicles_trucks (void)
 
void update_vehicle_tanker_trucks (void)
 
void handle_tanker_trucks_interactions (s32 playerId, Player *player)
 
void update_player_track_position_factor_from_tanker_truck (s32 playerId)
 
void init_vehicles_cars (void)
 
void update_vehicle_cars (void)
 
void handle_cars_interactions (s32 playerId, Player *player)
 
void update_player_track_position_factor_from_cars (s32 playerId)
 

Macro Definition Documentation

◆ GET_PATH_LENGTH

#define GET_PATH_LENGTH ( pathPoint)
Value:
for (i = 0;; i++) { \
if ((u16) pathPoint[i].posX == 0x8000) { \
break; \
} \
}
unsigned short int u16
Definition ultratypes.h:14

Function Documentation

◆ check_ai_crossing_distance()

void check_ai_crossing_distance ( s32 playerId)
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◆ func_80013054()

void func_80013054 ( void )

Appears to check if the train is close to the crossing. Implements sCrossingActiveTimer as a counter

◆ func_80013C74()

f32 func_80013C74 ( s16 someType,
s16 pathPointIndex )
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◆ generate_ferry_path()

void generate_ferry_path ( void )
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◆ generate_train_path()

void generate_train_path ( void )
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◆ handle_box_trucks_interactions()

void handle_box_trucks_interactions ( s32 playerId,
Player * player )
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◆ handle_cars_interactions()

void handle_cars_interactions ( s32 playerId,
Player * player )
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◆ handle_paddleBoats_interactions()

void handle_paddleBoats_interactions ( Player * player)
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◆ handle_school_buses_interactions()

void handle_school_buses_interactions ( s32 playerId,
Player * player )
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◆ handle_tanker_trucks_interactions()

void handle_tanker_trucks_interactions ( s32 playerId,
Player * player )
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◆ handle_trains_interactions()

void handle_trains_interactions ( s32 playerId,
Player * player )
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◆ handle_vehicle_interactions()

void handle_vehicle_interactions ( s32 playerId,
Player * player,
VehicleStuff * vehicle,
f32 distanceX,
f32 distanceY,
s32 vehicleCount,
u32 soundBits )
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◆ init_vehicles_box_trucks()

void init_vehicles_box_trucks ( void )
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◆ init_vehicles_cars()

void init_vehicles_cars ( void )
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◆ init_vehicles_ferry()

void init_vehicles_ferry ( void )
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◆ init_vehicles_school_buses()

void init_vehicles_school_buses ( void )
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◆ init_vehicles_trains()

void init_vehicles_trains ( void )

Set pathPoint spawn locations for each rolling stock The railroad has 465 path

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◆ init_vehicles_trucks()

void init_vehicles_trucks ( void )
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◆ initialize_toads_turnpike_vehicle()

void initialize_toads_turnpike_vehicle ( f32 speedA,
f32 speedB,
s32 numVehicles,
s32 arg3,
VehicleStuff * vehicleList,
TrackPathPoint * pathPointList )
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◆ player_track_position_factor_vehicle()

f32 player_track_position_factor_vehicle ( s16 someType,
f32 arg1,
s16 pathIndex )
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◆ set_vehicle_pos_pathPoint()

void set_vehicle_pos_pathPoint ( TrainCarStuff * trainCar,
Path2D * posXZ,
u16 pathPoint )
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◆ spawn_course_vehicles()

void spawn_course_vehicles ( void )
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◆ spawn_vehicle_on_road()

void spawn_vehicle_on_road ( VehicleStuff * vehicle)
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◆ sync_train_components()

void sync_train_components ( TrainCarStuff * trainCar,
s16 orientationY )

sync the train components vehicle with the actor

Parameters
trainCar
orientationY
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◆ update_player_track_position_factor_from_box_trucks()

void update_player_track_position_factor_from_box_trucks ( s32 playerId)
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◆ update_player_track_position_factor_from_buses()

void update_player_track_position_factor_from_buses ( s32 playerId)
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◆ update_player_track_position_factor_from_cars()

void update_player_track_position_factor_from_cars ( s32 playerId)
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◆ update_player_track_position_factor_from_tanker_truck()

void update_player_track_position_factor_from_tanker_truck ( s32 playerId)
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◆ update_player_track_position_factor_from_vehicle()

void update_player_track_position_factor_from_vehicle ( s32 playerId,
s32 vehicleCount,
VehicleStuff * vehicle )
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◆ update_vehicle_box_trucks()

void update_vehicle_box_trucks ( void )
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◆ update_vehicle_cars()

void update_vehicle_cars ( void )
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◆ update_vehicle_follow_pathPoint()

void update_vehicle_follow_pathPoint ( VehicleStuff * vehicle)
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◆ update_vehicle_paddle_boats()

void update_vehicle_paddle_boats ( void )
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◆ update_vehicle_school_bus()

void update_vehicle_school_bus ( void )
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◆ update_vehicle_tanker_trucks()

void update_vehicle_tanker_trucks ( void )
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◆ update_vehicle_trains()

void update_vehicle_trains ( void )
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