#ifndef _BOARD_PLAYER_H #define _BOARD_PLAYER_H #include "game/gamework_data.h" extern s16 boardPlayerMdl[4]; static inline s16 BoardPlayerHandicapGet(s32 player) { return GWPlayer[player].handicap; } static inline s32 BoardPlayerGetCurrIdx() { return GWSystem.player_curr; } static inline PlayerState *BoardPlayerGet(s32 player) { return &GWPlayer[player]; } static inline PlayerState *BoardPlayerGetCurr() { return &GWPlayer[BoardPlayerGetCurrIdx()]; } static inline s16 BoardPlayerModelGet(s32 player) { PlayerState *player_ptr = BoardPlayerGet(player); return boardPlayerMdl[player_ptr->player_idx]; } static inline s16 BoardPlayerModelGetCurr() { PlayerState *player = BoardPlayerGetCurr(); return boardPlayerMdl[player->player_idx]; } s32 BoardPlayerIsAllCom(void); void BoardPlayerRotSet(s32, f32, f32, f32); void BoardPlayerPosGet(s32, Vec*); void BoardPlayerCoinsSet(s32 player, s32 value); s32 BoardPlayerSizeGet(s32 player); void BoardPlayerAutoSizeSet(s32 player, s32 value); void BoardPlayerMotionStart(s16, s32, s32); void BoardPlayerMotionShiftSet(s32 player, s32 arg1, float start, float end, u32 attr); void BoardPlayerRotYSet(s32 player, float rot_y); #endif