mirror of
https://github.com/blawar/ooot.git
synced 2024-07-04 18:13:37 +00:00
![DaMarkov](/assets/img/avatar_default.png)
* Changed `Color_RGBA8_u32` struct. * Removed one color class and a replaced it with the correct one. * Fixed the color issue in GfxPrint Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
49 lines
2.4 KiB
C
49 lines
2.4 KiB
C
#pragma once
|
|
struct GlobalContext;
|
|
struct Vec3f;
|
|
struct GameState;
|
|
struct Camera;
|
|
struct RomFile;
|
|
struct Player;
|
|
struct Actor;
|
|
|
|
extern void* D_8012D1F0;
|
|
extern Color_RGBA8 D_801614B0;
|
|
extern s32 gTrnsnUnkState;
|
|
|
|
s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
|
|
s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 arg2);
|
|
s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
|
|
s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
|
|
s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
|
|
s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
|
|
void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx);
|
|
void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId);
|
|
void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 camId1, s16 camId2);
|
|
s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx);
|
|
void Gameplay_Destroy(GameState* pthisx);
|
|
s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx);
|
|
Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId);
|
|
s32 Gameplay_InCsMode(GlobalContext* globalCtx);
|
|
void Gameplay_Init(GameState* pthisx);
|
|
void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
|
|
void Gameplay_Main(GameState* pthisx);
|
|
void Gameplay_SaveSceneFlags(GlobalContext* globalCtx);
|
|
s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
|
|
Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx);
|
|
void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
|
|
void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn);
|
|
void Gameplay_TriggerRespawn(GlobalContext* globalCtx);
|
|
void Gameplay_TriggerVoidOut(GlobalContext* globalCtx);
|
|
void func_800BC490(GlobalContext* globalCtx, s16 point);
|
|
s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
|
|
void func_800BC590(GlobalContext* globalCtx);
|
|
void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
|
|
f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
|
|
void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest);
|
|
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 arg3);
|
|
void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2);
|
|
s32 func_800C0CB8(GlobalContext* globalCtx);
|
|
s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);
|
|
s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos);
|