Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Data Structures | Macros | Functions
object_helpers2.h File Reference
#include "types.h"

Go to the source code of this file.

Data Structures

struct  GraphNode_802A45E4
 

Macros

#define WAYPOINT_FLAGS_END   -1
 
#define WAYPOINT_FLAGS_INITIALIZED   0x8000
 
#define WAYPOINT_MASK_00FF   0x00FF
 
#define WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE   3
 
#define PATH_NONE   0
 
#define PATH_REACHED_END   -1
 
#define PATH_REACHED_WAYPOINT   1
 

Functions

void set_object_hitbox (struct Object *obj, struct ObjectHitbox *arg1)
 
s32 signum_positive (s32)
 
f32 absf (f32)
 
s32 absi (s32 a0)
 
s32 obj_wait_then_blink (s32 a0, s32 a1)
 
s32 obj_is_mario_ground_pounding_platform (void)
 
void func_802A3004 (void)
 
void func_802A3034 (s32 sp18)
 
void obj_push_mario_away (f32)
 
void obj_push_mario_away_from_cylinder (f32 sp20, f32 sp24)
 
s32 func_802A32A4 (s8 *)
 
s32 func_802A32E0 (void)
 
void func_802A3398 (s32, s32, f32, f32)
 
void func_802A3470 (void)
 
s32 obj_is_mario_on_platform (void)
 
s32 func_802A362C (s32)
 
s32 obj_call_action_function (void(*[])(void))
 
s32 func_802A377C (s32)
 
s32 obj_mario_far_away (void)
 
s32 obj_is_mario_moving_fast_or_in_air (s32)
 
s32 item_in_array (s8, s8 *)
 
void bhv_init_room (void)
 
void obj_enable_rendering_if_mario_in_room (void)
 
s32 obj_set_hitbox_and_die_if_attacked (struct ObjectHitbox *, s32, s32)
 
void func_802A3C98 (f32 sp18, s32 sp1C)
 
void set_object_collision_data (struct Object *, void *)
 
void obj_if_hit_wall_bounce_away (void)
 
s32 obj_hide_if_mario_far_away_y (f32)
 
s32 obj_is_hidden (struct Object *)
 
void enable_time_stop (void)
 
void disable_time_stop (void)
 
void set_time_stop_flags (s32)
 
void clear_time_stop_flags (s32)
 
s32 func_802A3FF8 (f32, f32, s32)
 
s32 obj_is_mario_in_range_and_ready_to_speak (f32 sp18, f32 sp1C)
 
s32 obj_update_dialog_unk1 (s32, s32, s32, s32)
 
s32 obj_update_dialog_unk2 (s32 arg0, s32 dialogFlags, s32 dialogID, s32 arg3)
 
s32 obj_has_model (u16)
 
void obj_align_gfx_with_floor (void)
 
s32 ShakeScreen (s32)
 
s32 attack_collided_non_mario_object (struct Object *obj)
 
s32 obj_was_attacked_or_ground_pounded (void)
 
void copy_object_behavior_params (struct Object *, struct Object *)
 
void func_802A4A70 (s32, s32)
 
s32 func_802A4AB0 (s32)
 
void func_802A4AEC (s32)
 
s32 obj_check_grabbed_mario (void)
 
s32 player_performed_grab_escape_action (void)
 
void disable_time_stop_including_mario (void)
 
s32 obj_check_interacted (void)
 
void obj_spawn_loot_blue_coin (void)
 
void obj_spawn_star_at_y_offset (f32 f12, f32 f14, f32 a2, f32 a3)
 

Macro Definition Documentation

◆ PATH_NONE

#define PATH_NONE   0

◆ 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

Function Documentation

◆ absf()

f32 absf ( f32  )

◆ absi()

s32 absi ( s32  a0)

◆ attack_collided_non_mario_object()

s32 attack_collided_non_mario_object ( struct Object obj)

◆ bhv_init_room()

void bhv_init_room ( void  )

Technically possible that the room could still be 0 here

◆ clear_time_stop_flags()

void clear_time_stop_flags ( s32  )

◆ copy_object_behavior_params()

void copy_object_behavior_params ( struct Object ,
struct Object  
)

◆ disable_time_stop()

void disable_time_stop ( void  )

◆ disable_time_stop_including_mario()

void disable_time_stop_including_mario ( void  )

◆ enable_time_stop()

void enable_time_stop ( void  )

◆ func_802A3004()

void func_802A3004 ( void  )

◆ func_802A3034()

void func_802A3034 ( s32  sp18)

◆ func_802A32A4()

s32 func_802A32A4 ( s8 )

◆ func_802A32E0()

s32 func_802A32E0 ( void  )

◆ func_802A3398()

void func_802A3398 ( s32  ,
s32  ,
f32  ,
f32   
)

◆ func_802A3470()

void func_802A3470 ( void  )

◆ func_802A362C()

s32 func_802A362C ( s32  )

◆ func_802A377C()

s32 func_802A377C ( s32  )

◆ func_802A3C98()

void func_802A3C98 ( f32  sp18,
s32  sp1C 
)

◆ func_802A3FF8()

s32 func_802A3FF8 ( f32  ,
f32  ,
s32   
)

◆ func_802A4A70()

void func_802A4A70 ( s32  ,
s32   
)

◆ func_802A4AB0()

s32 func_802A4AB0 ( s32  )

◆ func_802A4AEC()

void func_802A4AEC ( s32  )

◆ item_in_array()

s32 item_in_array ( s8  ,
s8  
)

◆ obj_align_gfx_with_floor()

void obj_align_gfx_with_floor ( void  )

◆ obj_call_action_function()

s32 obj_call_action_function ( void(*[])(void )

◆ obj_check_grabbed_mario()

s32 obj_check_grabbed_mario ( void  )

◆ obj_check_interacted()

s32 obj_check_interacted ( void  )

◆ obj_enable_rendering_if_mario_in_room()

void obj_enable_rendering_if_mario_in_room ( void  )

◆ obj_has_model()

s32 obj_has_model ( u16  )

◆ obj_hide_if_mario_far_away_y()

s32 obj_hide_if_mario_far_away_y ( f32  )

◆ obj_if_hit_wall_bounce_away()

void obj_if_hit_wall_bounce_away ( void  )

◆ obj_is_hidden()

s32 obj_is_hidden ( struct Object )

◆ obj_is_mario_ground_pounding_platform()

s32 obj_is_mario_ground_pounding_platform ( void  )

◆ obj_is_mario_in_range_and_ready_to_speak()

s32 obj_is_mario_in_range_and_ready_to_speak ( f32  sp18,
f32  sp1C 
)

◆ obj_is_mario_moving_fast_or_in_air()

s32 obj_is_mario_moving_fast_or_in_air ( s32  )

◆ obj_is_mario_on_platform()

s32 obj_is_mario_on_platform ( void  )

◆ obj_mario_far_away()

s32 obj_mario_far_away ( void  )

◆ obj_push_mario_away()

void obj_push_mario_away ( f32  )

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 ( f32  sp20,
f32  sp24 
)

◆ obj_set_hitbox_and_die_if_attacked()

s32 obj_set_hitbox_and_die_if_attacked ( struct ObjectHitbox ,
s32  ,
s32   
)

◆ obj_spawn_loot_blue_coin()

void obj_spawn_loot_blue_coin ( void  )

◆ obj_spawn_star_at_y_offset()

void obj_spawn_star_at_y_offset ( f32  f12,
f32  f14,
f32  a2,
f32  a3 
)

◆ obj_update_dialog_unk1()

s32 obj_update_dialog_unk1 ( s32  ,
s32  ,
s32  ,
s32   
)

◆ obj_update_dialog_unk2()

s32 obj_update_dialog_unk2 ( s32  arg0,
s32  dialogFlags,
s32  dialogID,
s32  arg3 
)

◆ obj_wait_then_blink()

s32 obj_wait_then_blink ( s32  a0,
s32  a1 
)

◆ obj_was_attacked_or_ground_pounded()

s32 obj_was_attacked_or_ground_pounded ( void  )

◆ player_performed_grab_escape_action()

s32 player_performed_grab_escape_action ( void  )

◆ set_object_collision_data()

void set_object_collision_data ( struct Object ,
void  
)

◆ set_object_hitbox()

void set_object_hitbox ( struct Object obj,
struct ObjectHitbox arg1 
)

◆ set_time_stop_flags()

void set_time_stop_flags ( s32  )

◆ ShakeScreen()

s32 ShakeScreen ( s32  )

◆ signum_positive()

s32 signum_positive ( s32  )