sotn-decomp/config/symbols.us.ric.txt
bismurphy 4a744f382c
Decompile RIC CheckHighJumpInput (#861)
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!
2023-12-18 19:22:45 +00:00

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g_richter_spritesheet = 0x8013C020;
DestroyEntity = 0x80156C60;
GetTeleportToOtherCastle = 0x80156CCC;
CheckHighJumpInput = 0x80157A50;
UpdateEntityRichter = 0x80157BFC;
SetPlayerStep = 0x8015C908;
SetSpeedX = 0x8015CA84;
GetFreeEntity = 0x8015F8F8;
GetFreeEntityReverse = 0x8015F96C;
CreateEntFactoryFromEntity = 0x801606BC;
EntitySubwpnBible = 0x80172D00;
EntityGiantSpinningCross = 0x8017328C;
g_DebugWaitInfoTimer = 0x80174F7C;