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