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4a744f382c
The function that keeps track of if Richter has pressed down-up-cross to do a High Jump move. This is the first time we have a button combo being tracked outside of DRA, so I moved the ButtonComboState struct from dra.h to game.h. When the input succeeds, a function is called, so I've named that function DoHighJump and also made general changes to that function to bring it up to date with our current code standards (like FIX()). I think those are the main highlights!
14 lines
432 B
Plaintext
14 lines
432 B
Plaintext
g_richter_spritesheet = 0x8013C020;
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DestroyEntity = 0x80156C60;
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GetTeleportToOtherCastle = 0x80156CCC;
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CheckHighJumpInput = 0x80157A50;
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UpdateEntityRichter = 0x80157BFC;
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SetPlayerStep = 0x8015C908;
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SetSpeedX = 0x8015CA84;
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GetFreeEntity = 0x8015F8F8;
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GetFreeEntityReverse = 0x8015F96C;
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CreateEntFactoryFromEntity = 0x801606BC;
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EntitySubwpnBible = 0x80172D00;
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EntityGiantSpinningCross = 0x8017328C;
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g_DebugWaitInfoTimer = 0x80174F7C;
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