mm/include/z64horse.h
Anghelo Carvajal eb24680be3
z_horse.c OK (#1245)
* func_800F3940

* func_800F3B2C, func_800F415C and func_800F41E4

* func_800F40A0

* func_800F3ED4

* func_800F3C44

* func_800F3B68 NON_MATCHING

* func_800F3A64 kinda

* func_800F39B4

* cleanups

* import data

* fix fake match

* format

* Scene enum

* minor cleanup on data usage

* Horse_RotateToPoint and ENHORSE_PARAMS

* scene setup index

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

* fix merge

* z64horse.h

* Renames

* and even more renames

* format

* fix

* review

* Horse_IsActive

* review

* bss

* fix

* remove comments

* Update src/code/z_horse.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

* Update src/code/z_horse.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

---------

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2023-06-01 15:11:11 -04:00

22 lines
592 B
C

#ifndef Z64_HORSE_H
#define Z64_HORSE_H
#include "ultra64.h"
#include "z64.h"
s32 Horse_GetJumpingFencePathIndex(PlayState* play);
s32 Horse_CopyPointFromPathList(PlayState* play, s32 pathIndex, s32 pointIndex, Vec3s* dst, s16* arg4);
s32 Horse_IsValidSpawn(s16 sceneId);
void Horse_ResetHorseData(PlayState* play);
void Horse_Spawn(PlayState* play, Player* player);
void Horse_RotateToPoint(Actor* actor, Vec3f* pos, s16 turnYaw);
s32 Horse_IsActive(PlayState* play, ActorContext* actorCtx);
extern s32 gHorseIsMounted;
extern s32 D_801BDAA0;
extern s32 gHorsePlayedEponasSong;
#endif