Go to the source code of this file.
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void | set_object_hitbox (struct Object *obj, struct ObjectHitbox *arg1) |
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s32 | signum_positive (s32) |
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f32 | absf (f32) |
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s32 | absi (s32 a0) |
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s32 | obj_wait_then_blink (s32 a0, s32 a1) |
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s32 | obj_is_mario_ground_pounding_platform (void) |
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void | func_802A3004 (void) |
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void | func_802A3034 (s32 sp18) |
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void | obj_push_mario_away (f32) |
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void | obj_push_mario_away_from_cylinder (f32 sp20, f32 sp24) |
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s32 | func_802A32A4 (s8 *) |
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s32 | func_802A32E0 (void) |
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void | func_802A3398 (s32, s32, f32, f32) |
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void | func_802A3470 (void) |
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s32 | obj_is_mario_on_platform (void) |
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s32 | func_802A362C (s32) |
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s32 | obj_call_action_function (void(*[])(void)) |
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s32 | func_802A377C (s32) |
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s32 | obj_mario_far_away (void) |
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s32 | obj_is_mario_moving_fast_or_in_air (s32) |
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s32 | item_in_array (s8, s8 *) |
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void | bhv_init_room (void) |
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void | obj_enable_rendering_if_mario_in_room (void) |
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s32 | obj_set_hitbox_and_die_if_attacked (struct ObjectHitbox *, s32, s32) |
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void | func_802A3C98 (f32 sp18, s32 sp1C) |
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void | set_object_collision_data (struct Object *, void *) |
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void | obj_if_hit_wall_bounce_away (void) |
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s32 | obj_hide_if_mario_far_away_y (f32) |
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s32 | obj_is_hidden (struct Object *) |
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void | enable_time_stop (void) |
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void | disable_time_stop (void) |
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void | set_time_stop_flags (s32) |
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void | clear_time_stop_flags (s32) |
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s32 | func_802A3FF8 (f32, f32, s32) |
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s32 | obj_is_mario_in_range_and_ready_to_speak (f32 sp18, f32 sp1C) |
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s32 | obj_update_dialog_unk1 (s32, s32, s32, s32) |
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s32 | obj_update_dialog_unk2 (s32 arg0, s32 dialogFlags, s32 dialogID, s32 arg3) |
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s32 | obj_has_model (u16) |
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void | obj_align_gfx_with_floor (void) |
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s32 | ShakeScreen (s32) |
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s32 | attack_collided_non_mario_object (struct Object *obj) |
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s32 | obj_was_attacked_or_ground_pounded (void) |
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void | copy_object_behavior_params (struct Object *, struct Object *) |
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void | func_802A4A70 (s32, s32) |
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s32 | func_802A4AB0 (s32) |
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void | func_802A4AEC (s32) |
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s32 | obj_check_grabbed_mario (void) |
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s32 | player_performed_grab_escape_action (void) |
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void | disable_time_stop_including_mario (void) |
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s32 | obj_check_interacted (void) |
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void | obj_spawn_loot_blue_coin (void) |
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void | obj_spawn_star_at_y_offset (f32 f12, f32 f14, f32 a2, f32 a3) |
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◆ PATH_NONE
◆ PATH_REACHED_END
#define PATH_REACHED_END -1 |
◆ PATH_REACHED_WAYPOINT
#define PATH_REACHED_WAYPOINT 1 |
◆ WAYPOINT_FLAGS_END
#define WAYPOINT_FLAGS_END -1 |
◆ WAYPOINT_FLAGS_INITIALIZED
#define WAYPOINT_FLAGS_INITIALIZED 0x8000 |
◆ WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE
#define WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE 3 |
◆ WAYPOINT_MASK_00FF
#define WAYPOINT_MASK_00FF 0x00FF |
◆ absf()
◆ absi()
◆ attack_collided_non_mario_object()
◆ bhv_init_room()
Technically possible that the room could still be 0 here
◆ clear_time_stop_flags()
◆ copy_object_behavior_params()
◆ disable_time_stop()
◆ disable_time_stop_including_mario()
void disable_time_stop_including_mario |
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void |
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◆ enable_time_stop()
◆ func_802A3004()
◆ func_802A3034()
◆ func_802A32A4()
s32 func_802A32A4 |
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s8 * |
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◆ func_802A32E0()
◆ func_802A3398()
◆ func_802A3470()
◆ func_802A362C()
◆ func_802A377C()
◆ func_802A3C98()
◆ func_802A3FF8()
◆ func_802A4A70()
◆ func_802A4AB0()
◆ func_802A4AEC()
◆ item_in_array()
◆ obj_align_gfx_with_floor()
◆ obj_call_action_function()
◆ obj_check_grabbed_mario()
s32 obj_check_grabbed_mario |
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void |
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◆ obj_check_interacted()
◆ obj_enable_rendering_if_mario_in_room()
void obj_enable_rendering_if_mario_in_room |
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void |
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◆ obj_has_model()
◆ obj_hide_if_mario_far_away_y()
s32 obj_hide_if_mario_far_away_y |
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f32 |
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◆ obj_if_hit_wall_bounce_away()
void obj_if_hit_wall_bounce_away |
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void |
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◆ obj_is_hidden()
◆ obj_is_mario_ground_pounding_platform()
s32 obj_is_mario_ground_pounding_platform |
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void |
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◆ obj_is_mario_in_range_and_ready_to_speak()
s32 obj_is_mario_in_range_and_ready_to_speak |
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f32 |
sp18, |
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f32 |
sp1C |
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◆ obj_is_mario_moving_fast_or_in_air()
s32 obj_is_mario_moving_fast_or_in_air |
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s32 |
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◆ obj_is_mario_on_platform()
s32 obj_is_mario_on_platform |
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void |
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◆ obj_mario_far_away()
◆ obj_push_mario_away()
If this function pushes mario out of bounds, it will trigger mario's
◆ obj_push_mario_away_from_cylinder()
void obj_push_mario_away_from_cylinder |
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f32 |
sp20, |
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f32 |
sp24 |
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◆ obj_set_hitbox_and_die_if_attacked()
◆ obj_spawn_loot_blue_coin()
◆ obj_spawn_star_at_y_offset()
◆ obj_update_dialog_unk1()
◆ obj_update_dialog_unk2()
s32 obj_update_dialog_unk2 |
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s32 |
arg0, |
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s32 |
dialogFlags, |
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s32 |
dialogID, |
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s32 |
arg3 |
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◆ obj_wait_then_blink()
◆ obj_was_attacked_or_ground_pounded()
s32 obj_was_attacked_or_ground_pounded |
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void |
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◆ player_performed_grab_escape_action()
s32 player_performed_grab_escape_action |
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void |
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◆ set_object_collision_data()
◆ set_object_hitbox()
◆ set_time_stop_flags()
◆ ShakeScreen()
◆ signum_positive()