move functions to header + MOAR functions
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3 changed files with 350 additions and 90 deletions
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@ -6,7 +6,6 @@
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void BoardCameraTargetModelSet(s16 model);
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void BoardCameraMotionStartEx(s16, Vec *, Vec *, f32, f32, s16);
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void BoardCameraMotionWait(void);
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void BoardSpacePosGet(s32, s32, Vec*);
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void fn_8007A360(s32);
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void fn_8007F894(void);
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s16 BoardStarHostMdlGet(void);
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@ -34,10 +33,6 @@ void BoardModelPosSetV(s16, Vec*);
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void BoardModelPosSet(s16, f32, f32, f32);
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void BoardModelRotSetV(s16 arg0, Vec* arg1);
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void BoardModelVisibilitySet(s16, s32);
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void BoardSpaceWalkEventFuncSet(void*);
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void BoardSpaceWalkMiniEventFuncSet(void*);
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void BoardSpaceLandEventFuncSet(void*);
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s32 BoardSpaceFlagSearch(s32, s32);
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void BoardSpaceInit(s32);
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void BoardSpaceDestroy(void);
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void fn_80077AAC(s16);
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@ -37,11 +37,86 @@ static inline s16 BoardPlayerModelGetCurr()
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return boardPlayerMdl[player->player_idx];
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}
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s32 BoardRollTypeGet(void);
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void BoardRollTypeSet(s32 type);
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s32 BoardPlayerGetCharMess(s32 player);
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char* BoardPlayerGetCharName(s32 player);
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s32 BoardPlayerIsAllCom(void);
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void BoardPlayerRotSet(s32, f32, f32, f32);
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void BoardPlayerInit(void);
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void BoardPlayerModelInit(void);
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void BoardPlayerModelKill(void);
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void BoardPlayerLayerSet(s32, s32);
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void BoardPlayerCameraSet(s32, u16);
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void fn_80062A40(s32, f32);
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void BoardPlayerExistCheck(s32, s32);
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s32 BoardPlayerItemAdd(s32, s32);
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s32 BoardPlayerItemRemove(s32, s32);
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s32 BoardPlayerItemFind(s32, s32);
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s32 BoardPlayerItemCount(s32);
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void fn_80062D90(s32);
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void BoardPlayerCurrSpacePosDirGet(s32, Vec*);
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void BoardPlayerAmbSet(s32, f32, f32, f32);
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void BoardPlayerMtxSet(s32, Mtx);
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void BoardPlayerPosSetV(s32, Vec*);
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void BoardPlayerPosSet(s32, f32, f32, f32);
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void BoardPlayerPosGet(s32, Vec*);
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void BoardPlayerCoinsSet(s32 player, s32 value);
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void BoardPlayerAutoSizeSet(s32 player, s32 value);
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void BoardPlayerMotionStart(s16, s32, s32);
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void BoardPlayerRotSetV(s32, Vec*);
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void BoardPlayerRotSet(s32, f32, f32, f32);
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void BoardPlayerRotGet(s32, Vec*);
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void BoardPlayerRotYSet(s32, f32);
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f32 BoardPlayerRotYGet(s32);
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void BoardPlayerScaleSetV(s32, Vec*);
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void BoardPlayerScaleSet(s32, f32, f32, f32);
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s16 BoardPlayerCurrMotionGet(s32);
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void BoardPlayerMotionCreate(s32, s32);
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void BoardPlayerMotionKill(s32, s32);
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void BoardPlayerMotionEndCheck(s32);
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void BoardPlayerMotionEndWait(s32);
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void BoardPlayerMotionStart(s32, s32, s32);
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void BoardPlayerMotionShiftSet(s32, s32, f32, f32, s32);
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void BoardPlayerMotionSpeedSet(s32, f32);
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void BoardPlayerMotionTimeSet(s32, f32);
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f32 BoardPlayerMotionTimeGet(s32);
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f32 BoardPlayerMotionMaxTimeGet(s32);
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void BoardPlayerMotionTimeRangeSet(s32, f32, f32);
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void BoardPlayerModelAttrSet(s32, s32);
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void BoardPlayerModelAttrReset(s32, s32);
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void BoardPlayerCoinsSet(s32, s32);
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s32 BoardPlayerCoinsGet(s32);
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void BoardPlayerCoinsAdd(s32, s32);
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void BoardPlayerStarsAdd(s32, s32);
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void BoardPlayerSizeSet(s32, s32);
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s32 BoardPlayerSizeGet(s32);
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s32 BoardPlayerSameTeamFind(s32);
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s32 BoardPlayerTeamFind(s32);
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s32 BoardPlayerRankCalc(s32);
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void BoardPlayerPreTurnHookSet(s32, s32 (*)());
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void BoardPlayerPostTurnHookSet(s32, s32 (*)());
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void BoardPlayerTurnExec(s32);
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void BoardPlayerTurnRollExec(s32);
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void BoardPlayerTurnMoveExec(s32);
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void BoardPlayerPostTurnHookExec(s32);
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void BoardPlayerSizeRestore(s32);
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void BoardPlayerZoomRestore(s32);
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void BoardJunctionMaskSet(s32);
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void BoardJunctionMaskReset(s32);
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void BoardJunctionMaskZero(void);
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void InitJunction(s32, s32, f32);
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//...
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s32 GetDefaultDirection(f32, f32*, s32);
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s32 BoardPlayerAutoSizeGet(s32);
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void BoardPlayerAutoSizeSet(s32, s32);
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void BoardPlayerCopyMat(s32);
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void BoardBowserSuitKill(s32);
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void SetRollPlayerSize(s32);
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void BoardDiceDigit2DUpdateEnable(s32);
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void BoardPlayerMoveTo(s32, s16);
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void BoardPlayerZoomRestore(s32);
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void BoardRotateDiceNumbers(s32);
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s32 DoDebugMove(s32, s16*);
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s32 DoSparkSpace(s32, s16*);
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s32 ExecJunction(s32, s16*);
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s32 MegaPlayerPassFunc(s32, s16);
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s32 BoardPlayerAnimBlendCheck(s32);
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#endif
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