sf64/include/i4.h
Alejandro Asenjo Nitti 0251769d16
General docs (#269)
* fox_display.c DOCS

* PRINTF

* actor->destroy boolean

* corneria docs

* Boss->unk_04C to Boss->animFrame

* aCoGrangaWalkingAnim

* more corneria docs

* Spawner

* Spawner code refined

* Spawner description

* Actor Spawn guard

* Molar Rock (name by @inspectredc)

* more docs

* actor docs

* initial disassembly config for lodgenet

* correct vram addresses for lodgenet

* Actor Docs

* More actor docs

* more actor docs

* correction

* correction

* more actor docs

* Preliminary work for Effect documentation

* Change Init for Setup

* fox_play cleanup and defake

* fox_zo function names

* fox_so function renaming

* more object docs

* venom 1 actors

* actor docs

* some fox_bo docs

* some fox_fo corrections

* fox_ma obj->this

* fox_ma renamings

* fox_ma docs

* fox_ti Actors

* revert permuter settings to ido

* some renames on fox_andross.c

* fox_sy actors

* object names

* corrections

* some effect comments

* fix AudioTable struct and data to avoid UB

* uintptr_t in audio

* audio load changes

* event id enum usage in fox_sy

* clear padding in sPlaylists

* HUD_FoBase_ExplodeCs

* HUD
2024-08-12 11:58:54 -03:00

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1.6 KiB
C

#ifndef I4_H
#define I4_H
#include "libc/stdbool.h"
#include "sf64object.h"
#include "sf64thread.h"
#include "sf64player.h"
#include "sf64mesg.h"
extern s32 D_BO_801A03DC;
extern Matrix D_BO_8019EE80;
void Bolse_LevelStart(Player*);
void Bolse_LevelComplete(Player*);
void Katina_LevelStart(Player*);
void Katina_LevelComplete(Player*);
void Katina_SFTeamFlyTowardsCamera(Actor*);
void SectorZ_LevelStart(Player*);
void SectorZ_LevelComplete(Player*);
void SectorZ_LevelCompleteCsUpdate(Actor*);
void OvlI4_CallFunction(u32, void*);
void Fortuna_UpdateEvents(Actor*);
void Fortuna_LoadLevelObjects(void);
void Bolse_UpdateEventHandler(Actor*);
void Bolse_LoadLevelObjects(void);
void Bolse_DrawDynamicGround(void);
void Katina_KaSaucerer_Init(Boss *);
void Katina_UpdateEvents(Actor*);
void Katina_Init(void);
void SectorZ_MissileExplode(ActorAllRange* this, bool shotDown);
void SectorZ_Missile_Update(Actor*);
void SectorZ_UpdateEvents(Actor*);
void SectorZ_LoadLevelObjects(void);
void Fortuna_FoRadar_Update(Actor*);
void Fortuna_FoRadar_Draw(Actor*);
void Bolse_Effect397_Update(Effect*);
void Bolse_Effect397_Draw(Effect*);
void Bolse_BoBaseCore_Update(Boss*);
void Bolse_BoBaseCore_Draw(Boss*);
void Katina_LaserEnergyParticlesUpdate(Effect*);
void Katina_LaserEnergyParticlesDraw(Effect*);
void Katina_KaFrontlineBase_Update(Boss*);
void Katina_KaFrontlineBase_Draw(Boss*);
void Katina_KaSaucerer_Update(Boss*);
void Katina_KaSaucerer_Draw(Boss*);
void SectorZ_SpaceJunkUpdate(Actor*);
void SectorZ_SpaceJunkDraw(Actor*);
void SectorZ_SzGreatFox_Update(Boss*);
void SectorZ_SzGreatFox_Draw(Boss*);
#endif