mm/include/z64lib.h
Anghelo Carvajal 6541532abb
Add a z64play.h header (#1646)
* z64play.h

* Move macros, functions and variables to header

* cleanup

* Reduce needed headers on z_collision_check

* Change play functions to take PlayState

* Move `Actor_ProcessInitChain` to `ichain.h`

* format

* Update src/code/z_play.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Add macros.h to sys_math3d.c

* Rename SequenceContext to SceneSequences

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-06-25 15:17:03 -04:00

29 lines
882 B
C

#ifndef Z64LIB_H
#define Z64LIB_H
#include "ultra64.h"
#include "stdint.h"
#include "color.h"
#include "z64math.h"
struct Input;
void* Lib_MemCpy(void* dest, void* src, size_t size);
void* Lib_MemSet(void* buffer, s32 value, size_t size);
void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, struct Input* input);
void Color_RGBA8_Copy(Color_RGBA8* dst, Color_RGBA8* src);
void Lib_PlaySfx(u16 sfxId);
void Lib_PlaySfx_2(u16 sfxId);
void Lib_PlaySfx_AtPos(Vec3f* pos, u16 sfxId);
void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 rotAngle, Vec3f* src, Vec3f* dst);
void Color_RGB8_Lerp(Color_RGB8* from, Color_RGB8* to, f32 lerp, Color_RGB8* dst);
void Lib_Nop801004FC(void);
void* Lib_SegmentedToVirtual(void* ptr);
void* Lib_SegmentedToVirtualNull(void* ptr);
uintptr_t Lib_VirtualToPhysical(void* ptr);
void* Lib_PhysicalToVirtual(uintptr_t ptr);
#endif