include/physics.h file

Functions

auto FixedMul(s16 r0, s16 r1) -> s16
auto FixedDiv(s16 r0, s16 r1) -> s16
auto AllocMutableHitbox(Entity* ent) -> void*
void UnloadHitbox(Entity* ent)
void CopyPosition(Entity* source, Entity* target)
void PositionEntityOnTop(Entity* source, Entity* target)
void PositionRelative(Entity* source, Entity* target, s32 offsetX, s32 offsetY)
void CopyPositionAndSpriteOffset(Entity* param_1, Entity* param_2)
void sub_0806FA90(Entity* source, Entity* target, s32 offsetX, s32 offsetY)
void SortEntityAbove(Entity* below_ent, Entity* above_ent)
void SortEntityBelow(Entity* above_ent, Entity* below_ent)
void LinearMoveDirection(Entity* ent, u32 a, u32 b)
void LinearMoveAngle(Entity* ent, u32 a, u32 b)
auto EntityWithinDistance(Entity* entity, s32 x, s32 y, s32 distance) -> bool32
auto sub_0806FCA0(Entity* this, Entity* other) -> u32
auto sub_0806F58C(Entity* a, Entity* b) -> u32
auto PointInsideRadius(s32 x, s32 y, s32 radius) -> u32
auto sub_0806F3E4(Entity* ent) -> bool32
void LinearMoveUpdate(Entity* ent)
auto sub_0806FD54(Entity* this) -> bool32
auto sub_0806FCAC(Entity* this, Entity* other) -> u32
auto sub_0806F854(Entity* ent, s32 x, s32 y) -> u32
auto sub_0806F730(Entity* ent) -> u32
Calculates the tile position of the player but modifies it by the hitbox depending on the animation state.
auto sub_0806F520(Entity* ent) -> bool32
void sub_0806F4E8(Entity* ent)
auto sub_0806FC80(Entity* ent, Entity* ent2, s32 param_3) -> bool32
auto GetAnimationStateForDirection4(u32 direction) -> u32
Maps the direction to an animation state 0 to 3.
auto GetAnimationStateForDirection8(u32 direction) -> u32
Maps the direction to an animation state 0 to 8.
auto sub_0806F824(Entity* a, Entity* b, s32 x, s32 y) -> u32
auto sub_0806F948(Entity* ent) -> u32
void sub_0806FBB4(Entity* ent)
void sub_0806FF48(Entity* this, u32 param_2, u32 param_3)
void sub_0806FCF4(Entity* ent, s32 param_2, s32 param_3, s32 param_4)
void sub_0806FD3C(Entity* this)
auto sub_0806FDA0(Entity* this) -> bool32
auto sub_0806F8DC(Entity* ent) -> bool32
void sub_0806FEBC(Entity* ent, u32 param_2, Entity* param_3)
auto ProcessMovement1(Entity* this) -> bool32
auto ProcessMovement12(Entity* this) -> bool32
auto ProcessMovement2(Entity* this) -> bool32
auto ProcessMovement3(Entity* this) -> bool32
auto ProcessMovement4(Entity* this) -> bool32
auto ProcessMovement5(Entity* this) -> bool32
auto ProcessMovement6(Entity* this) -> bool32
auto ProcessMovementInternal(Entity* this, s32 radius, s32 direction, u32 collisionType) -> bool32

Variables

const s16 gSineTable
const s16 gCosineTable