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Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
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#include <ultra64.h>
#include "sm64.h"
#include "audio/external.h"
#include "game/display.h"
#include "game/game.h"
#include "geo_layout.h"
#include "graph_node.h"
#include "level_script.h"
#include "game/mario.h"
#include "math_util.h"
#include "game/memory.h"
#include "game/object_helpers.h"
#include "game/object_list_processor.h"
#include "game/area.h"
#include "game/save_file.h"
#include "game/sound_init.h"
#include "surface_collision.h"
#include "surface_load.h"
#include "goddard/renderer.h"
#include "game/profiler.h"
Data Structures | |
struct | LevelCommand |
Macros | |
#define | CMD_GET(type, offset) (*(type *) (offset + (u8 *) sCurrentCmd)) |
#define | CMD_NEXT ((struct LevelCommand *) ((u8 *) sCurrentCmd + sCurrentCmd->size)) |
#define | NEXT_CMD ((struct LevelCommand *) (sCurrentCmd->size + (u8 *) sCurrentCmd)) |
Enumerations | |
enum | ScriptStatus { SCRIPT_RUNNING = 1, SCRIPT_PAUSED = 0, SCRIPT_PAUSED2 = -1 } |
Variables | |
static u32 | sStack [32] |
static struct AllocOnlyPool * | sLevelPool = NULL |
static u16 | sDelayFrames = 0 |
static u16 | sDelayFrames2 = 0 |
static s16 | sCurrAreaIndex = -1 |
static u32 * | sStackTop = sStack |
static u32 * | sStackBase = NULL |
static s16 | sScriptStatus |
static s32 | sRegister |
static struct LevelCommand * | sCurrentCmd |
static void(* | LevelScriptJumpTable [])(void) |
#define CMD_GET | ( | type, | |
offset | |||
) | (*(type *) (offset + (u8 *) sCurrentCmd)) |
#define CMD_NEXT ((struct LevelCommand *) ((u8 *) sCurrentCmd + sCurrentCmd->size)) |
#define NEXT_CMD ((struct LevelCommand *) (sCurrentCmd->size + (u8 *) sCurrentCmd)) |
enum ScriptStatus |
struct LevelCommand* level_script_execute | ( | struct LevelCommand * | cmd | ) |
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