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