file
entity.c
Classes
- struct Temp
- struct UpdateContext
Typedefs
Functions
- void UpdatePlayerInput(void)
- void ClearHitboxList(void)
- void sub_0805EE88(void)
- void ClearAllDeletedEntities(void)
- void DeleteAllEntities(void)
- void sub_0805E98C(void)
- void UnloadOBJPalette2(Entity* ent)
- void sub_08017744(Entity* this)
- void EnemyDetachFX(Entity* entity)
- void ClearDeletedEntity(Entity*)
- void ram_ClearAndUpdateEntities(void)
- void ram_UpdateEntities(u32)
- static void UpdatePriorityTimer(void)
- static void ReleaseTransitionManager(void*)
- static void UnlinkEntity(Entity*)
- void sub_0805E248(void)
- void InitDefaultPriority(Entity* e)
- void SetEntityPriority(Entity* entity, u32 prio)
- Set the default priority for entity.
- auto EntityDisabled(Entity* entity) -> bool32
- Check if entity is disabled.
- auto AnyPrioritySet(void) -> bool32
- Check if system or entity is blocking updates.
- static void UpdatePriority(void)
- auto SetMinPriority(u32 prio) -> s32
- Set the minimum Entity priority.
- void ResetEntityPriority(void)
- Reset a priority event requested by an Entity.
- void RequestPriority(Entity* entity)
- Request indefinite priority for an Entity.
- void RequestPriorityOverPlayer(Entity* entity)
- Request priority over player update.
- void RevokePriorityOverPlayer(Entity* entity)
- Revoke priority over player update.
- void RequestPriorityDuration(Entity* entity, u32 time)
- Request update priority over other Entity's for a period of time.
- void SetPriorityTimer(u32 time)
- Set the remaining frames of Entity priority.
- void SetPlayerEventPriority(void)
- Set entity and system priority to PRIO_
PLAYER_ EVENT. - void ResetPlayerEventPriority(void)
- Reset entity and system priority to defaults.
- void RevokePriority(Entity* entity)
- Revoke priority from an Entity.
- void SetRoomReloadPriority(void)
- Set system priority to PRIO_
PLAYER_ EVENT. - void SetInitializationPriority(void)
- Set system priority to PRIO_
HIGHEST. - void ClearEventPriority(void)
- Reset the system update priority.
- void UpdateEntities(void)
- Iteratively execute every Entity.
- void UpdateManagers(void)
- Iteratively execute every Manager.
- void EraseAllEntities(void)
- Erase all Entity's.
- auto GetEmptyEntity(void) -> Entity*
- Allocate a new Entity.
- auto CreateAuxPlayerEntity(void) -> Entity*
- auto GetEmptyEntityByKind(u32 kind) -> void*
- void DeleteThisEntity(void)
- Delete the Entity currently in execution.
- void DeleteEntityAny(Entity* entity)
- Delete Manager or Entity.
- void DeleteEntity(Entity* entity)
- Delete an Entity.
- auto GetEmptyManager(void) -> Manager*
- void DeleteManager(void* manager)
- Delete a manager.
- void sub_0805E958(void)
- void sub_0805E974(void)
- void RecycleEntities(void)
- void DeleteSleepingEntities(void)
- void AppendEntityToList(Entity* entity, u32 listIndex)
- Add an Entity to the end of a LinkedList.
- void PrependEntityToList(Entity* entity, u32 listIndex)
- Add an Entity to the start of a LinkedList.
- auto EntityHasDuplicateID(Entity* entity) -> bool32
- Search all lists for Entity of same kind and id.
- auto FindEntityByID(u32 kind, u32 id, u32 listIndex) -> Entity*
- Find an Entity for a given kind and id, and LinkedList.
- auto FindEntity(u32 kind, u32 id, u32 listIndex, u32 type, u32 type2) -> Entity*
- Find an Entity with full identifiers.
- auto FindNextDuplicateID(Entity* entity, int listIndex) -> Entity*
- Find an Entity of same kind and id in LinkedList.
- auto DeepFindEntityByID(u32 kind, u32 id) -> Entity*
- Search all lists for an Entity of same kind and id.
- void DeleteAllEnemies(void)
Variables
Function documentation
void ClearAllDeletedEntities(void)
void SetEntityPriority(Entity* entity, u32 prio)
Set the default priority for entity.
Parameters | |
---|---|
entity | Entity to set the priority of. |
prio | Priority level. |
bool32 EntityDisabled(Entity* entity)
Check if entity is disabled.
Entities are disabled if:
- They are deleted.
- There is an event and the entity doesn't have priority (n/a if entity is in action 0).
s32 SetMinPriority(u32 prio)
Set the minimum Entity priority.
Parameters | |
---|---|
prio | Minimum Priority. |
Returns | Success. |
void RequestPriority(Entity* entity)
Request indefinite priority for an Entity.
Parameters | |
---|---|
entity | Entity requesting priority. |
void RequestPriorityOverPlayer(Entity* entity)
Request priority over player update.
Parameters | |
---|---|
entity | Entity requesting priority. |
void RevokePriorityOverPlayer(Entity* entity)
Revoke priority over player update.
Parameters | |
---|---|
entity | Entity which requested priority. |
void RequestPriorityDuration(Entity* entity, u32 time)
Request update priority over other Entity's for a period of time.
Parameters | |
---|---|
entity | Entity requesting priority. |
time | Number of frames. |
void SetPriorityTimer(u32 time)
Set the remaining frames of Entity priority.
Parameters | |
---|---|
time | Number of frames. |
void RevokePriority(Entity* entity)
Revoke priority from an Entity.
Parameters | |
---|---|
entity | Entity which requested priority. |
void DeleteThisEntity(void)
Delete the Entity currently in execution.
void AppendEntityToList(Entity* entity, u32 listIndex)
Add an Entity to the end of a LinkedList.
Parameters | |
---|---|
entity | Entity to add. |
listIndex | Target LinkedList. |
void PrependEntityToList(Entity* entity, u32 listIndex)
Add an Entity to the start of a LinkedList.
Parameters | |
---|---|
entity | Entity to add. |
listIndex | Target LinkedList. |
bool32 EntityHasDuplicateID(Entity* entity)
Search all lists for Entity of same kind and id.
Returns | bool32 Duplicate was found. |
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Entity* FindEntityByID(u32 kind, u32 id, u32 listIndex)
Find an Entity for a given kind and id, and LinkedList.
Returns | Entity* First result or NULL if none found. |
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Entity* FindNextDuplicateID(Entity* entity, int listIndex)
Find an Entity of same kind and id in LinkedList.
Returns | Entity* First result or NULL if none found. |
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Entity* DeepFindEntityByID(u32 kind, u32 id)
Search all lists for an Entity of same kind and id.
Returns | Entity* First result or NULL if none found. |
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