-
Notifications
You must be signed in to change notification settings - Fork 162
Expand file tree
/
Copy pathfunctions.h
More file actions
1090 lines (949 loc) · 41.9 KB
/
functions.h
File metadata and controls
1090 lines (949 loc) · 41.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#ifndef _FUNCTIONS_H_
#define _FUNCTIONS_H_
#include "ultra64.h"
#include "common.h"
#include "map.h"
#include "enums.h"
#include "stdlib/stdarg.h"
#include "libc/xstdio.h"
f32 fabsf(f32 f);
f64 fabs(f64 f);
f32 cosine(s16 arg0);
void nuBoot(void);
void boot_idle(void* data);
void boot_main(void* data);
void is_debug_init(void);
void is_debug_panic(const char* message, char* file, s32 line);
f32 signF(f32 val);
s32 func_8002ACDC(void);
void load_obfuscation_shims(void);
void* heap_malloc(s32 size);
void* _heap_malloc(HeapNode* head, u32 size);
void* _heap_malloc_tail(HeapNode* head, u32 size);
u32 _heap_free(HeapNode* heapNodeList, void* addrToFree);
void* _heap_realloc(HeapNode* heapNodeList, void* addr, u32 newSize);
HeapNode* _heap_create(HeapNode* addr, u32 size);
u32 dma_copy(Addr romStart, Addr romEnd, void* vramDest);
f32 rand_float(void);
void copy_matrix(Matrix4f src, Matrix4f dest);
s8 set_global_byte(s32 index, s32 value);
s32 get_global_byte(s32 index);
s32 set_global_flag(s32 index);
s32 clear_global_flag(s32 index);
s32 get_global_flag(s32 index);
s8 set_area_byte(s32 index, s32 value);
s32 get_area_byte(s32 index);
s32 set_area_flag(s32 index);
s32 clear_area_flag(s32 index);
s32 get_area_flag(s32 index);
Shadow* get_shadow_by_index(s32 index);
s32 get_time_freeze_mode(void);
void render_player_model(void);
s16 get_game_mode(void);
bool is_picking_up_item(void);
f32 integrate_gravity(void);
void gravity_use_fall_parms(void);
f32 get_clamped_angle_diff(f32, f32);
bool startup_fade_screen_in(s16 subtractAlpha);
bool startup_fade_screen_out(s16 addAlpha);
void startup_fade_screen_update(void);
u32 get_entity_type(s32 arg0);
Entity* get_entity_by_index(s32 index);
s32 create_entity(EntityBlueprint* bp, ...);
void entity_shattering_idle(Entity* entity);
void show_damage_fx(Actor* actor, f32 x, f32 y, f32 z, s32 damage);
s32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*);
void step_game_loop(void);
s32 resume_all_group(s32 groupFlags);
f32 length2D(f32 x, f32 y);
void player_input_to_move_vector(f32* angle, f32* magnitude);
void game_input_to_move_vector(f32* x, f32* y);
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3);
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2);
// returns the angle that the player is facing "toward" in world-space.
// this will always be to the left or the right relative to the current camera position.
// note that this is NOT the direction the player character is moving, nor the orientation of the sprite itself.
// think of this as the direction of a hammer impact relative to the center of the player.
f32 player_get_side_angle(void);
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style);
void set_entity_model_flags(s32 idx, s32 newFlags);
void clear_entity_model_flags(s32 idx, s32 newFlags);
void exec_entity_model_commandlist(s32 idx);
RenderTask* queue_render_task(RenderTask* task);
s32 create_mesh_animator(s16* animPos, s16* animBuffer);
void load_mesh_animator_tree(s32 index, StaticAnimatorNode** tree);
void setup_pause_menu_tab(MenuWindowBP* bpArray, s32 arraySize);
s32 draw_ci_image_with_clipping(IMG_PTR raster, s32 width, s32 height, s32 fmt, s32 bitDepth, PAL_PTR palette, s16 posX,
s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity);
void render_frame(s32 flag);
void clear_windows(void);
void update_window_hierarchy(s32 windowIndex, u8 arg1);
void get_msg_properties(s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset);
void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc);
void decode_yay0(void* src, void* dst);
s32 ai_check_player_dist(Enemy* enemy, s32 arg1, f32 arg2, f32 arg3);
//pause
void pause_init(void);
void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld);
void pause_cleanup(void);
// file menu stuff
void filemenu_init(s32 mode);
void filemenu_cleanup(void);
void filemenu_update(void);
s32 filemenu_get_exit_mode(void);
void filemenu_set_selected(MenuPanel* menu, s32 col, s32 row);
void filemenu_set_cursor_alpha(s32 arg0);
void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY);
u8* filemenu_get_menu_message(s32 idx);
void gfx_task_background(void);
void update_enemy_shadows(void);
void update_hero_shadows(void);
// append gfx funcs
void appendGfx_background_texture(void);
void appendGfx_enemy_actor(void*);
void appendGfx_enemy_actor_blur(void*);
void appendGfx_enemy_actor_reflection(void*);
void appendGfx_partner_actor(void*);
void appendGfx_partner_actor_blur(void*);
void appendGfx_partner_actor_reflection(void*);
void appendGfx_player_actor(void*);
void appendGfx_player_actor_blur(Actor*);
void appendGfx_player_actor_reflection(void*);
void force_disable_actor_blur(Actor*);
void player_handle_floor_collider_type(s32 colliderID);
f32 player_fall_distance(void);
void func_800E4AD8(s32 arg0);
f32 player_check_collision_below(f32, s32* colliderID);
bool can_trigger_loading_zone(void);
void update_damage_popups(void);
void show_action_rating(s32, Actor*, f32, f32, f32);
s32 render_with_adjusted_palettes(bool isNpcSprite, ActorPart* part, s32 yaw, Matrix4f mtx, bool skipAnimation);
HeapNode* general_heap_create(void);
void* general_heap_malloc(s32 size);
s32 general_heap_free(void* data);
s32 integer_log(s32 number, u32 base);
void set_battle_stage(s32);
void load_battle(s32);
void entity_Shadow_init(Shadow* entity);
void entity_SaveBlock_idle(Entity* entity);
void entity_SaveBlock_pause_game(void);
void entity_SaveBlock_resume_game(void);
void entity_SaveBlock_save_data(void);
void entity_SaveBlock_show_tutorial_message(Entity* entity);
void entity_SaveBlock_wait_for_close_tutorial(Entity* entity);
void entity_SaveBlock_show_choice_message(void);
void entity_SaveBlock_show_result_message(void);
void entity_SaveBlock_wait_for_close_result(Entity* entity);
void entity_SaveBlock_wait_for_close_choice(Entity* entity);
void entity_SaveBlock_init(Entity* entity);
void entity_GreenStompSwitch_idle(Entity* entity);
void entity_GreenStompSwitch_retract(Entity* entity);
void entity_GreenStompSwitch_extend(Entity* entity);
void entity_HugeBlueSwitch_idle(Entity* entity);
void entity_small_switch_idle(Entity* entity);
void entity_RedSwitch_wait_and_reset(Entity* entity);
void entity_base_switch_anim_init(Entity* entity);
s32 entity_RedSwitch_animate_scale(Entity* entity);
void entity_base_switch_start_bound_script(Entity* entity);
void entity_base_switch_animate_scale(Entity* entity);
void entity_base_switch_init(Entity* entity);
f32 entity_block_hit_init_scale(Entity* entity);
void entity_block_hit_animate_scale(Entity* entity);
s32 entity_block_handle_collision(Entity* entity);
void entity_BlueSwitch_init(Entity* entity);
void entity_HugeBlueSwitch_init(Entity* entity);
s32 dispatch_damage_event_actor_0(Actor* actor, s32 damageAmount, s32 event);
// Text
MessagePrintState* msg_get_printer_for_msg(s32 msgID, bool* donePrintingWriteback);
s32 msg_printer_load_msg(s32 msgID, MessagePrintState* printer);
void msg_printer_set_origin_pos(MessagePrintState* msgPrintState, s32 x, s32 y);
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ);
void parent_collider_to_model(s16 colliderID, s16 modelIndex);
void clone_model(u16 srcModelID, u16 newModelID);
struct Model* get_model_from_list_index(s32 listIndex);
s32 create_model_animator(s16* animPos);
s32 get_model_list_index_from_tree_index(s32 treeIndex);
s32 get_transform_group_index(s32);
void get_model_center_and_size(u16 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY,
f32* sizeZ);
HitID collision_main_above(void);
void collision_lava_reset_check_additional_overlaps(void);
s32 player_test_lateral_overlap(s32, PlayerStatus*, f32*, f32*, f32*, f32, f32);
Npc* peach_make_disguise_npc(s32 peachDisguise);
void peach_set_disguise_anim(AnimID);
s32 draw_box(s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity,
u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*fpDrawContents)(s32, s32, s32, s32, s32, s32, s32),
void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx);
s32 get_msg_width(s32 msgID, u16 charset);
s32 partner_can_open_world_menus(void);
s32 disable_player_static_collisions(void);
s32 disable_player_input(void);
void func_80027088(s32);
void set_time_freeze_mode(s32);
s32 get_map_IDs_by_name(const char* mapName, s16* areaID, s16* mapID);
void transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW);
void try_player_footstep_sounds(s32 arg0);
void phys_update_interact_collider(void);
void phys_reset_spin_history(void);
s32 phys_adjust_cam_on_landing(void);
s32 phys_should_player_be_sliding(void);
void phys_init_integrator_for_current_state(void);
void phys_player_land(void);
void phys_main_collision_below(void);
void phys_peach_update(void);
void check_input_spin(void);
bool npc_test_move_simple_without_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
void update_collider_transform(s16 colliderID);
void get_collider_center(s32 colliderID, f32* x, f32* y, f32* z);
s32 is_another_trigger_bound(Trigger*, EvtScript* script);
Trigger* create_trigger(TriggerBlueprint* def);
s32 evt_trigger_on_activate_exec_script(Trigger* trigger);
Trigger* get_trigger_by_id(s32 triggerID);
Actor* get_actor(s32 actorID);
ActorPart* get_actor_part(Actor* actor, s32 partID);
s32 add_coins(s32 amt);
s32 is_partner_ability_active(s32);
s32 count_power_plus(s32);
s32 phys_can_player_interact(void);
void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2);
HitID player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, f32, f32, s32*);
HitID player_test_move_with_slipping(PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading);
s32 evt_get_variable(Evt* script, Bytecode var);
s32 evt_set_variable(Evt* script, Bytecode var, s32 value);
f32 evt_get_float_variable(Evt* script, Bytecode var);
f32 evt_set_float_variable(Evt* script, Bytecode var, f32 value);
s32 evt_get_variable_index(Evt* script, s32 var);
void set_script_timescale(Evt* script, f32 timescale);
f32 sin_deg(f32 x);
f32 cos_deg(f32 x);
f32 sin_rad(f32 x);
f32 cos_rad(f32 x);
s32 round(f32);
f32 atan2(f32 startX, f32 startZ, f32 endX, f32 endZ);
f32 clamp_angle(f32 theta);
s32 sign(s32 value);
bool check_player_action_debug(void);
s32 battle_heap_create(void);
s32 test_ray_zones(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
f32* hitDepth, f32* nx, f32* ny, f32* nz);
s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX,
f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
/// Test a general ray from a given starting position and direction against all entities.
/// If one is hit, returns the position and normal of the hit and the length along the ray on the output params.
/// All output params are invalid when a value of `NO_COLLIDER` is returned.
/// @param startX origin x position of the ray
/// @param startY origin y position of the ray
/// @param startZ origin z position of the ray
/// @param dirX normalized x direction of the ray
/// @param dirY normalized y direction of the ray
/// @param dirZ normalized z direction of the ray
/// @param[out] hitX normalized x position of the hit
/// @param[out] hitY normalized y position of the hit
/// @param[out] hitZ normalized z position of the hit
/// @param[in,out] hitDepth as input, maximum length of the ray; as output, distance along the ray of the hit
/// @param[out] hitNx x normal direction of the hit
/// @param[out] hitNy y normal direction of the hit
/// @param[out] hitNz z normal direction of the hit
/// @returns entity index or `NO_COLLIDER` is none is hit
s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ,
f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz);
void mem_clear(void* data, s32 numBytes);
void startup_set_fade_screen_color(s16 color);
void startup_set_fade_screen_alpha(s16 alpha);
f32 get_xz_dist_to_player(f32, f32);
void func_800E06C0(s32);
void close_status_bar(void);
Evt* func_802C39F8(Evt* parentScript, Bytecode* nextLine, s32 newState);
Evt* start_child_script(Evt* parentScript, EvtScript* source, s32 initialState);
Evt* restart_script(Evt* script);
void clear_virtual_entity_list(void);
void reset_model_animators(void);
void init_virtual_entity_list(void);
void init_model_animators(void);
void play_model_animation(s32, s16*);
s32 heap_free(void* ptr);
void load_battle_hit_asset(const char* hitName);
void load_data_for_models(struct ModelNode* model, s32 romOffset, s32 size);
void load_player_actor(void);
void btl_state_update_normal_start(void);
void btl_state_draw_normal_start(void);
void btl_state_update_begin_turn(void);
void btl_state_draw_begin_turn(void);
void btl_state_update_begin_player_turn(void);
void btl_state_draw_begin_player_turn(void);
void btl_state_update_switch_to_player(void);
void btl_state_draw_switch_to_player(void);
void btl_state_update_begin_partner_turn(void);
void btl_state_draw_begin_partner_turn(void);
void btl_state_update_switch_to_partner(void);
void btl_state_draw_switch_to_partner(void);
void btl_state_update_9(void);
void btl_state_draw_9(void);
void btl_state_update_prepare_menu(void);
void btl_state_draw_prepare_menu(void);
void btl_state_update_end_turn(void);
void btl_state_draw_end_turn(void);
void btl_state_update_1C(void);
void btl_state_draw_1C(void);
void btl_state_update_victory(void);
void btl_state_draw_victory(void);
void btl_state_update_end_training_battle(void);
void btl_state_draw_end_training_battle(void);
void btl_state_update_end_battle(void);
void btl_state_draw_end_battle(void);
void btl_state_update_defend(void);
void btl_state_draw_defend(void);
void btl_state_update_run_away(void);
void btl_state_draw_run_away(void);
void btl_state_update_defeat(void);
void btl_state_draw_defeat(void);
void btl_state_update_change_partner(void);
void btl_state_draw_change_partner(void);
void btl_state_update_player_move(void);
void btl_state_draw_player_move(void);
void btl_state_update_end_player_turn(void);
void btl_state_update_partner_move(void);
void btl_state_draw_end_player_turn(void);
void btl_state_draw_partner_move(void);
void btl_state_update_end_partner_turn(void);
void btl_state_draw_end_partner_turn(void);
void btl_state_update_next_enemy(void);
void btl_state_draw_next_enemy(void);
void btl_state_update_enemy_move(void);
void btl_state_draw_enemy_move(void);
void btl_state_update_first_strike(void);
void btl_state_draw_first_stike(void);
void btl_state_update_partner_striking_first(void);
void btl_state_draw_partner_striking_first(void);
void btl_state_update_enemy_striking_first(void);
void btl_state_draw_enemy_striking_first(void);
void btl_state_update_end_demo_battle(void);
void btl_state_draw_end_demo_battle(void);
void btl_state_update_player_menu(void);
void btl_state_draw_player_menu(void);
void btl_state_update_partner_menu(void);
void btl_state_draw_partner_menu(void);
void btl_state_update_peach_menu(void);
void btl_state_draw_peach_menu(void);
void btl_state_update_twink_menu(void);
void btl_state_draw_twink_menu(void);
void btl_state_update_select_target(void);
void btl_state_draw_select_target(void);
void btl_state_update_22(void);
void btl_state_draw_22(void);
void btl_state_update_celebration(void);
void btl_draw_upgrade_windows(s32);
void btl_state_draw_celebration(void);
void btl_bonk_cleanup(void);
void set_actor_anim_by_ref(Actor*, ActorPart*, AnimID);
void update_action_ratings(void);
void update_health_bars(void);
s32 btl_cam_is_moving_done(void);
void btl_popup_messages_update(void);
void btl_popup_messages_draw_world_geometry(void);
void func_80255FD8(void);
void set_actor_glow_pal(Actor* actor, s32 arg1);
void btl_set_popup_duration(s32 duration);
void switch_to_partner(s32 arg0);
s8 get_current_partner_id(void);
void delete_trigger(Trigger* toDelete);
void kill_script_by_ID(s32 id);
void set_script_priority(Evt* script, s32 priority);
void set_script_group(Evt* script, s32 groupFlags);
void suspend_group_others(Evt* script, s32 groupFlags);
void resume_group_others(Evt* script, s32 groupFlags);
s32 suspend_all_script(s32 id);
s32 resume_all_script(s32 id);
s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z);
bool is_point_outside_territory(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ);
PlayerData* get_player_data(void);
bool npc_raycast_down_around(s32, f32*, f32*, f32*, f32*, f32, f32);
bool npc_raycast_down_sides(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth);
bool npc_raycast_up(s32, f32*, f32*, f32*, f32*);
HitID npc_raycast_up_corners(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw, f32 radius);
HitID player_raycast_up_corners(PlayerStatus*, f32*, f32*, f32*, f32*, f32);
HitID player_raycast_below_cam_relative(PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength,
f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ);
bool npc_test_move_taller_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
bool npc_test_move_simple_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
s32 npc_test_move_complex_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32);
// Partner
EvtScript* partner_get_enter_map_script(void);
void partner_handle_before_battle(void);
void partner_walking_update_player_tracking(Npc* partner);
void partner_walking_update_motion(Npc* partner);
void enable_partner_ai(void);
void partner_walking_enable(Npc* partner, s32 val);
void partner_flying_enable(Npc* partner, s32 val);
void partner_flying_update_player_tracking(Npc* partner);
s32 partner_is_flying(void);
void partner_flying_update_motion(Npc* partner);
void partner_clear_player_tracking(Npc* partner);
void partner_set_tether_distance(f32);
void btl_delete_player_actor(Actor* player);
s32 cancel_message(MessagePrintState* msgPrintState);
void set_message_images(MessageImageData* images);
void kill_all_scripts(void);
s32 does_script_exist(s32 id);
s32 does_script_exist_by_ref(Evt* script);
Evt* start_script(EvtScript* source, s32 priority, s32 initialState);
Evt* start_script_in_group(EvtScript* source, u8 priority, u8 initialState, u8 groupFlags);
f32 get_player_normal_yaw(void);
void set_standard_shadow_scale(Shadow* shadow, f32 scale);
void set_npc_shadow_scale(Shadow* shadow, f32 height, f32 npcRadius);
void set_npc_animation(Npc* npc, u32 animID);
void set_peach_shadow_scale(Shadow* shadow, f32 scale);
s32 is_block_on_ground(Entity* block);
void set_actor_anim(s32 actorID, s32 partID, AnimID animID);
void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate);
void mdl_group_set_visibility(u16, s32, s32);
void init_enter_world_shared(void);
s16 update_enter_map_screen_overlay(s16* progress);
s16 update_exit_map_screen_overlay(s16* progress);
void set_screen_overlay_params_front(u8, f32);
void set_screen_overlay_params_back(u8, f32);
void set_screen_overlay_alpha(s32, f32);
void get_screen_overlay_params(s32, u8* type, f32* zoom);
void set_screen_overlay_color(s32, u8, u8, u8);
void set_screen_overlay_center(s32, s32, s32, s32);
s32 rand_int(s32);
void sort_items(void);
s32 is_ability_active(s32 arg0);
s32 is_starting_conversation(void);
f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration);
void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta);
void set_main_pan_u(s32 texPannerID, s32 value);
void set_main_pan_v(s32 texPannerID, s32 value);
void set_aux_pan_u(s32 texPannerID, s32 value);
void set_aux_pan_v(s32 texPannerID, s32 value);
void enable_world_fog(void);
void set_world_fog_dist(s32 start, s32 end);
void set_world_fog_color(s32 r, s32 g, s32 b, s32 a);
s32 is_world_fog_enabled(void);
void get_world_fog_color(s32* r, s32* g, s32* b, s32* a);
void enable_entity_fog(void);
void set_entity_fog_dist(s32 start, s32 end);
void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a);
struct ModelTransformGroup* get_transform_group(s32 index);
void mdl_make_transform_group(u16 modelID);
void enable_transform_group(u16 modelID);
void disable_transform_group(u16 modelID);
void set_map_transition_effect(ScreenTransition);
void set_tex_panner(struct Model* model, s32 texPannerID);
void set_custom_gfx(s32 customGfxIndex, Gfx* pre, Gfx* post);
s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar);
s32 make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar);
void set_item_entity_position(s32 itemEntityIndex, f32 x, f32 y, f32 z);
ItemEntity* get_item_entity(s32 itemEntityIndex);
s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar);
void set_item_entity_flags(s32 itemEntityIndex, s32 flag);
void clear_item_entity_flags(s32 index, s32 flags);
s32 create_worker_frontUI(void (*updateFunc)(void), void (*drawFunc)(void));
Worker* get_worker(s32 idx);
Trigger* bind_trigger_1(EvtScript* script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority);
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height);
void disable_player_shadow(void);
void move_player(s32 duration, f32 heading, f32 speed);
s32 enable_player_input(void);
s32 enable_player_static_collisions(void);
bool check_input_jump(void);
bool check_input_hammer(void);
Npc* resolve_npc(Evt* script, s32 npcIdOrPtr);
void enable_npc_blur(Npc* npc);
void disable_npc_blur(Npc* npc);
void enable_partner_blur(void);
void disable_partner_blur(void);
void partner_initialize_data(void);
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by);
f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz);
void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta);
#include "audio/public.h"
void basic_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
void basic_hidden_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY,
f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity);
void create_current_pos_target_list(Actor* actor);
void create_home_target_list(Actor* actor);
void set_actor_yaw(s32 actorID, s32 yaw);
void set_part_yaw(s32 actorID, s32 partID, s32 value);
void add_part_decoration(ActorPart* part, s32 decorationIndex, s32 decorationType);
void add_actor_decoration(Actor* actor, s32 decorationIndex, s32 decorationType);
void remove_part_decoration(ActorPart* part, s32 decorationIndex);
void remove_actor_decoration(Actor* actor, s32 decorationIndex);
s32 player_team_is_ability_active(Actor* actor, s32 ability);
void create_part_shadow(s32 actorID, s32 partID);
void remove_part_shadow(s32 actorID, s32 partID);
void create_part_shadow_by_ref(s32 arg0, ActorPart* part);
void spawn_drops(Enemy* enemy);
void set_part_pal_adjustment(ActorPart*, s32);
char* int_to_string(s32, char*, s32);
Evt* get_script_by_index(s32 index);
Evt* get_script_by_id(s32 id);
s32 partner_test_enemy_collision(Npc* enemy);
s32 get_lava_reset_pos(f32* x, f32* y, f32* z);
void start_rumble(s32, s32);
void update_locomotion_state(void);
void start_rumble_type(u32);
void start_falling(void);
void start_bounce_a(void);
void start_bounce_b(void);
void update_input(void);
void update_max_rumble_duration(void);
void mdl_reset_transform_flags(void);
void update_workers(void);
void update_triggers(void);
void update_scripts(void);
void update_messages(void);
void update_entities(void);
void func_80138198(void);
void update_ambient_sounds(void);
void update_windows(void);
void player_render_interact_prompts(void);
void func_802C3EE4(void);
void render_screen_overlay_backUI(void);
void render_workers_backUI(void);
void render_effects_UI(void);
void render_window_root(void);
void render_messages(void);
void render_workers_frontUI(void);
void render_screen_overlay_frontUI(void);
void render_curtains(void);
void fio_init_flash(void);
void func_80028838(void);
void clear_screen_overlays(void);
void reset_ambient_sounds(void);
void poll_rumble(void);
s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime);
s32 get_fortress_key_count(void);
s32 subtract_fortress_keys(s32 amt);
s32 add_star_points(s32 amt);
s32 add_star_pieces(s32 amt);
s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags);
void set_action_state(s32 actionState);
s32 get_collider_flags(s32 colliderID);
void suggest_player_anim_always_forward(AnimID anim);
void suggest_player_anim_allow_backward(AnimID anim);
void subtract_hp(s32 amt);
void draw_status_ui(void);
void open_status_bar_slowly(void);
void suspend_all_group(s32 groupFlags);
void kill_script(Evt* instanceToKill);
void exec_entity_commandlist(Entity* entity);
void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3);
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32 angle);
void add_xz_vec3f(Vec3f* vector, f32 speed, f32 angleDeg);
void add_xz_vec3f_copy1(Vec3f* vector, f32 speed, f32 angleDeg);
void add_xz_vec3f_copy2(Vec3f* vector, f32 speed, f32 angleDeg);
void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg);
void draw_prev_frame_buffer_at_screen_pos(s32, s32, s32, s32, f32);
void func_8013A4D0(void);
void btl_draw_ui(void);
void btl_restore_world_cameras(void);
void btl_popup_messages_draw_ui(void);
void btl_cam_set_target_pos(f32, f32, f32);
void btl_cam_unfreeze(void);
void deduct_current_move_fp(void);
void load_partner_actor(void);
void dispatch_event_partner(s32);
void dispatch_event_player(s32);
s32 btl_are_all_enemies_defeated(void);
s32 btl_check_enemies_defeated(void);
s32 btl_check_player_defeated(void);
void btl_show_battle_message(s32 messageIndex, s32 duration);
void btl_update_ko_status(void);
void reset_actor_turn_info(void);
void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a);
void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7);
void reset_all_actor_sounds(Actor*);
void decrement_status_bar_disabled(void);
void increment_status_bar_disabled(void);
void btl_delete_actor(Actor* actor);
void create_status_debuff(s32, s32);
void create_status_static(s32, s32);
void create_status_transparent(s32, s32);
void remove_status_chill_out(s32);
void remove_status_debuff(s32);
void remove_status_icon_boost_hammer(s32);
void remove_status_icon_boost_jump(s32);
void remove_status_icon_boost_partner(s32);
void remove_status_icon_danger(s32);
void remove_status_icon_peril(s32);
void remove_status_icon_surprise(s32);
void remove_status_static(s32);
void remove_status_transparent(s32);
void remove_all_status_icons(s32);
s32 create_status_icon_set(void);
s32 find_item(s32);
void enable_background_wave(void);
void set_map_change_fade_rate(s16);
void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType);
// State funcs
void state_init_startup(void);
void state_step_startup(void);
void state_drawUI_startup(void);
void state_init_logos(void);
void state_step_logos(void);
void state_drawUI_logos(void);
void state_init_title_screen(void);
void state_step_title_screen(void);
void state_drawUI_title_screen(void);
void state_init_enter_demo(void);
void state_step_enter_world(void);
void state_init_change_map(void);
void state_step_change_map(void);
void state_drawUI_change_map(void);
void state_init_game_over(void);
void state_step_game_over(void);
void state_drawUI_game_over(void);
void state_init_enter_world(void);
void state_drawUI_enter_world(void);
void state_init_world(void);
void state_step_world(void);
void state_drawUI_world(void);
void state_init_battle(void);
void state_step_battle(void);
void state_drawUI_battle(void);
void state_init_end_battle(void);
void state_step_end_battle(void);
void state_drawUI_end_battle(void);
void state_init_pause(void);
void state_step_pause(void);
void state_drawUI_pause(void);
void state_init_unpause(void);
void state_step_unpause(void);
void state_drawUI_unpause(void);
void state_init_language_select(void);
void state_step_language_select(void);
void state_drawUI_language_select(void);
void state_init_exit_language_select(void);
void state_step_exit_language_select(void);
void state_drawUI_exit_language_select(void);
void state_init_file_select(void);
void state_step_file_select(void);
void state_drawUI_file_select(void);
void state_init_exit_file_select(void);
void state_step_exit_file_select(void);
void state_drawUI_exit_file_select(void);
void state_init_intro(void);
void state_step_intro(void);
void state_drawUI_intro(void);
void state_init_demo(void);
void state_step_demo(void);
void state_drawUI_demo(void);
void btl_set_player_idle_anims(void);
void shim_create_audio_system_obfuscated(void);
void shim_load_engine_data_obfuscated(void);
void shim_general_heap_create_obfuscated(void);
void shim_battle_heap_create_obfuscated(void);
void appendGfx_ispy_icon(void);
void interact_inspect_setup(void);
void interact_speech_setup(void);
void pulse_stone_notification_setup(void);
void appendGfx_speech_bubble(void);
void appendGfx_pulse_stone_icon(void);
void ispy_notification_setup(void);
void initialize_curtains(void);
void update_curtains(void);
// render_curtains
void set_curtain_scale_goal(f32 scale);
void set_curtain_scale(f32 scale);
void set_curtain_draw_callback(UNK_FUN_PTR(callback));
void set_curtain_fade_goal(f32 fade);
void set_curtain_fade(f32 fade);
void crash_screen_init(void);
void crash_screen_set_draw_info(u16* frameBufPtr, s16 width, s16 height);
void basic_ai_wander_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_wander(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_loiter(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_found_player_jump_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_found_player_jump(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_chase_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_chase(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_lose_player(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory);
void basic_ai_suspend(Evt* script);
s32 create_worker_scene(void (*updateFunc)(void), void (*renderFunc)(void));
void init_entity_models(void);
f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z);
void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32);
s32 imgfx_appendGfx_component(s32, ImgFXTexture*, u32, Matrix4f);
void imgfx_update_cache(void);
s32 imgfx_get_free_instances(s32);
void free_worker(s32);
bool ai_check_fwd_collisions(Npc* npc, f32 time, f32* outYaw, f32* outDistFwd, f32* outDistCW, f32* outDistCCW);
void basic_ai_loiter_init(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
s32 func_80263230(Actor*, Actor*);
void set_part_glow_pal(ActorPart*, s32);
void clear_actor_static_pal_adjustments(Actor*);
void set_actor_flash_mode(Actor* actor, s32 arg1);
void remove_player_buffs(s32);
s32 is_actor_health_bar_visible(Actor*);
void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta);
void load_font(s32 font);
#if VERSION_IQUE
void load_font_data(Addr offset, u32 size, void* dest);
#else
void load_font_data(Addr offset, u16 size, void* dest);
#endif
void* load_asset_by_name(const char* assetName, u32* decompressedSize);
Gfx* mdl_get_copied_gfx(s32 copyIndex);
void mdl_get_copied_vertices(s32 copyIndex, Vtx** firstVertex, Vtx** copiedVertices, s32* numCopied);
void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex);
bool is_point_visible(f32 x, f32 y, f32 z, s32 depthQueryID, f32* screenX, f32* screenY);
void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z);
void* mdl_get_next_texture_address(s32);
s32 cancel_current_message(void);
void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style);
void mdl_get_shroud_tint_params(u8* r, u8* g, u8* b, u8* a);
s32 entity_base_block_idle(Entity* entity);
void add_star_power(s32 amt);
s32 recover_hp(s32 amt);
s32 recover_fp(s32 amt);
s32 entity_can_collide_with_jumping_player(Entity* entity);
void entity_base_block_init(Entity* entity);
s32 entity_start_script(Entity* entity);
void init_item_entity_list(void);
void init_script_list(void);
void init_entity_data(void);
void init_trigger_list(void);
void partner_init_after_battle(s32 arg0);
void load_map_script_lib(void);
void remove_item_entity_by_index(s32 index);
void set_entity_commandlist(Entity* entity, s32* entityScript);
bool is_player_dismounted(void);
void func_800EF300(void);
void func_800EF314(void);
void func_800EF43C(void);
void func_800EF3E4(void);
void enable_player_shadow(void);
s32 get_msg_lines(s32 messageID);
void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void* drawContents, void* drawContentsArg, s8 parent);
void set_window_update(s32 panelID, s32);
void set_windows_visible(s32 groupIdx);
void partner_disable_input(void);
void partner_set_goal_pos(s32 x, s32 z);
void close_message(MessagePrintState* msgPrintState);
void show_foreground_models_unchecked(void);
void hide_foreground_models_unchecked(void);
void show_foreground_models(void);
void hide_foreground_models(void);
void btl_set_state(s32 battleState);
void draw_entity_model_A(s32, Mtx*);
void draw_entity_model_B(s32, Mtx*, s32, Vec3s*);
void draw_entity_model_C(s32, Mtx*);
void draw_entity_model_D(s32, Mtx*, s32, Vec3s*);
void draw_entity_model_E(s32, Mtx*);
void free_entity_model_by_index(s32 idx);
void btl_cam_use_preset(s32);
void btl_cam_set_params(b16, s16, s16, s16, s32, s32, s32, s32);
void btl_cam_set_zoffset(s16);
void btl_cam_target_actor(s32);
void btl_cam_set_zoom(s16);
void btl_cam_move(s16);
void btl_cam_disable_clamp_x(void);
void initialize_battle(void);
void dispatch_event_actor(Actor*, s32);
s32 dispatch_damage_event_actor_1(Actor* actor, s32 damageAmount, s32 event);
void reset_battle_status(void);
void btl_show_variable_battle_message(s32, s32, s32);
s32 btl_is_popup_displayed(void);
void btl_cam_use_preset_immediately(s32);
s32 inflict_status(Actor*, s32, s32);
s32 try_inflict_status(Actor*, s32, s32);
s32 inflict_status_set_duration(Actor* actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration);
void mdl_set_all_tint_type(s32);
void load_model_animator_tree(s32, StaticAnimatorNode**);
s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration);
s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags);
void btl_popup_messages_init(void);
void remove_all_effects(void);
void update_effects(void);
void update_cameras(void);
void clear_render_tasks(void);
void clear_worker_list(void);
void clear_printers(void);
void clear_item_entity_data(void);
void clear_player_data(void);
void phys_update_jump(void);
void phys_update_falling(void);
void check_input_midair_jump(void);
void collision_check_player_overlaps(void);
void update_player_input(void);
void phys_update_action_state(void);
void collision_main_lateral(void);
void handle_floor_behavior(void);
void check_input_open_menus(void);
void check_input_status_bar(void);
void update_player(void);
void enforce_hpfp_limits(void);
s32 should_collider_allow_interact(s32);
void show_coin_counter(void);
s32 add_item(s32 itemID);
s32 add_badge(s32 itemID);
void hide_coin_counter_immediately(void);
void hide_popup_menu(void);
void destroy_popup_menu(void);
void reset_player_status(void);
void player_reset_data(void);
void partner_reset_data(void);
s32 has_valid_conversation_npc(void);
s32 func_800E06D8(void);
void func_800E01DC(void);
void collision_lateral_peach(void);
void func_800E5520(void);
void clear_world_menus(void);
void setup_status_bar_for_battle(void);
void enable_status_bar_input(void);
void disable_status_bar_input(void);
bool can_control_status_bar(void);
void status_bar_respond_to_changes(void);
void status_bar_always_show_on(void);
void status_bar_always_show_off(void);
void func_800F0C9C(void);
void star_power_shimmer_start(s32, f32, f32, f32);
void star_power_shimmer_init(void);
void star_power_shimmer_update(void);
void star_power_shimmer_draw(void);
s32 get_item_count(void);
s32 get_stored_empty_count(void);
s32 get_stored_count(void);
s32 get_item_empty_count(void);
void shop_open_item_select_popup(s32 mode);
void hide_coin_counter(void);
void set_message_text_var(s32 msgID, s32 index);
void set_message_int_var(s32 value, s32 index);
s32 store_item(s32 itemID);
void open_status_bar_quickly(void);
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32);
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 angle);
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
void disable_actor_blur(Actor*);
void reset_actor_blur(Actor*);
void enable_actor_blur(Actor*);
void apply_shock_effect(Actor*);
void part_glow_off(bool isNpcSprite, ActorPart* part, s32 yaw, bool isReflection);
void part_flash_off(bool isNpcSprite, ActorPart* part, s32 yaw, bool isReflection);
void part_flash_on(bool isNpcSprite, ActorPart* part, s32 yaw, bool isReflection);
void _add_part_decoration(ActorPart*);
void _remove_part_decoration(ActorPart* part, s32 decorationIndex);
void remove_part_decor_none(ActorPart*, s32);
void remove_part_decor_golden_flames(ActorPart*, s32);
void remove_part_decor_sweat(ActorPart*, s32);
void remove_part_decor_seeing_stars(ActorPart*, s32);
void remove_part_decor_red_flames(ActorPart*, s32);
void remove_part_decor_smoky_trail(ActorPart*, s32);
void remove_part_decor_fiery_trail(ActorPart*, s32);
void remove_part_decor_whirlwind(ActorPart*, s32);
void remove_part_decor_steam(ActorPart*, s32);
void remove_part_decor_sparkles(ActorPart*, s32);
void remove_part_decor_bowser_aura(ActorPart*, s32);
void remove_part_decor_radiating_stars(ActorPart*, s32);
void status_bar_ignore_changes(void);
void imgfx_release_instance(u32);
void set_script_flags(Evt* script, s32 flags);
void clear_script_flags(Evt* script, s32 flags);
void disable_player_blur(void);
void enable_player_blur(void);
void reset_player_blur(void);
void force_disable_player_blur(void);
void force_disable_player_blur_immediately(void);
void func_8023E104(void);
void func_8023E11C(void);
void set_goal_pos_to_part(ActorState* state, s32 actorID, s32 partID);
void init_encounters_ui(void);
void initialize_collision(void);
void render_entities(void);
void render_player(void);
void render_workers_scene(void);
void render_effects_scene(void);
s32 get_asset_offset(char*, s32*);
void initialize_status_bar(void);
void status_bar_start_blinking_fp(void);
s32 is_status_bar_visible(void);
void status_bar_start_blinking_starpoints(void);