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◆ D_80163068
Stuff that may not be directly related to waypoints, but are only referenced in code_80005FD0. So they are at least waypoint adjacent.
◆ D_801631D0
◆ D_801631D4
◆ D_801631D8
◆ D_801631DC
◆ D_80163318
◆ D_80163368
◆ D_80163448
◆ D_8016344C
◆ D_80163490
◆ D_801634A8
◆ D_80164430
◆ D_80164450
◆ D_80164490
◆ D_801644F8
◆ D_80164550
These are per-path arrays that contain some information relating to waypoints The arrays in D_80164550 contain X/Y/Z and track segment information The arrays in D_80164560 and D_80164570 track some other X/Y/Z, but the track segment is always 0 (so, untracked/unused) Its unclear how these arrays relate to each other
◆ D_80164560
◆ D_80164570
◆ D_80164580
Don't know what exactly these are, but like D_80164550, D_80164560, and D_80164570 they track something about the waypoints on a per-path basis
◆ D_80164590
◆ D_801645A0
◆ D_801645E0
◆ gNearestWaypointByCameraId
s16 gNearestWaypointByCameraId[] |
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extern |
◆ gNearestWaypointByPlayerId
u16 gNearestWaypointByPlayerId[] |
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extern |
◆ gPathIndexByPlayerId
u16 gPathIndexByPlayerId[] |
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extern |
◆ gWaypointCountByPathIndex
u16 gWaypointCountByPathIndex[] |
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extern |
◆ sSomeNearestWaypoint
Certain parts of the waypoint logic will copy some path/player specific data to a temporary variable. For example: D_80164490 is always a value from D_80164550. Depending on which path a given player is on, the specific value may change