Mario Kart 64
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actors.c File Reference
#include <ultra64.h>
#include <macros.h>
#include <PR/os.h>
#include <sounds.h>
#include <common_structs.h>
#include <actor_types.h>
#include <defines.h>
#include <PR/gbi.h>
#include <types.h>
#include "code_800029B0.h"
#include "main.h"
#include "math_util.h"
#include "memory.h"
#include "actors_extended.h"
#include "actors.h"
#include "waypoints.h"
#include "code_80005FD0.h"
#include "code_80071F00.h"
#include "effects.h"
#include "collision.h"
#include "audio/external.h"
#include "common_textures.h"
#include "courses/all_course_data.h"
#include "data/other_textures.h"
#include "actors/boat.inc.c"
#include "actors/train.inc.c"
#include "actors/falling_rocks.inc.c"
Include dependency graph for actors.c:

Data Structures

struct  test
 

Functions

void cleanup_red_and_green_shells (struct ShellActor *shell)
 
void actor_init (struct Actor *actor, Vec3f startingPos, Vec3s startingRot, Vec3f startingVelocity, s16 actorType)
 
void func_80297230 (Camera *arg0, struct Actor *arg1)
 
void func_802972B8 (Camera *arg0, struct Actor *arg1)
 
void func_80297340 (Camera *arg0)
 
UNUSED void func_80297524 (uintptr_t addr, s32 width, s32 height)
 
void func_802976D8 (Vec3s arg0)
 
void func_802976EC (Collision *arg0, Vec3s arg1)
 
void func_80297760 (struct Actor *arg0, Vec3f arg1)
 
void func_802977B0 (Player *arg0)
 
void func_802977E4 (Player *arg0)
 
void init_red_shell_texture (void)
 
UNUSED void func_80297944 (void)
 
void func_8029794C (Vec3f arg0, Vec3s arg1, f32 arg2)
 
void func_802979F8 (struct Actor *arg0, UNUSED f32 arg1)
 
void render_actor_cow (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void update_actor_yoshi_valley_egg (struct YoshiValleyEgg *egg)
 
void update_actor_trees_cacti_shrubs (struct Actor *arg0)
 
void update_actor_kiwano_fruit (struct KiwanoFruit *fruit)
 
void update_actor_piranha_plant (struct PiranhaPlant *arg0)
 
void render_actor_piranha_plant (Camera *arg0, Mat4 arg1, struct PiranhaPlant *arg2)
 
void func_802986B4 (Camera *camera, Mat4 arg1, UNUSED struct Actor *actor)
 
void func_80298AC0 (Player *player)
 
void func_80298C94 (void)
 
void func_80298D10 (void)
 
void func_80298D7C (Camera *camera, Mat4 arg1, UNUSED struct Actor *actor)
 
void render_actor_tree_mario_raceway (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_yoshi_valley (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_royal_raceway (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_moo_moo_farm (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void func_80299864 (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_bowser_castle (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_bush_bowser_castle (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_frappe_snowland (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_cactus1_kalimari_desert (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_cactus2_kalimari_desert (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_tree_cactus3_kalimari_desert (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
void render_actor_kiwano_fruit_dks_jungle_parkway (UNUSED Camera *camera, Mat4 arg1, struct Actor *actor)
 
void render_actor_shell (Camera *camera, Mat4 matrix, struct ShellActor *shell)
 
void render_actor_green_shell (Camera *camera, Mat4 matrix, struct ShellActor *shell)
 
void render_actor_red_shell (Camera *camera, Mat4 matrix, struct ShellActor *shell)
 
void render_actor_blue_shell (Camera *camera, Mat4 matrix, struct ShellActor *shell)
 
void render_actor_banana (Camera *camera, UNUSED Mat4 arg1, struct BananaActor *banana)
 
void update_actor_wario_stadium_sign (struct Actor *arg0)
 
void update_actor_railroad_crossing (struct RailroadCrossing *crossing)
 
void update_actor_mario_raceway_sign (struct Actor *arg0)
 
UNUSED void func_8029ABD4 (f32 *pos, s16 state)
 
void func_8029AC18 (Camera *camera, Mat4 arg1, struct Actor *arg2)
 
UNUSED void func_8029AE14 ()
 
void func_8029AE1C (Camera *arg0, struct PaddleWheelBoat *boat, UNUSED Mat4 arg2, u16 arg3)
 
void func_8029B06C (Camera *arg0, struct Actor *arg1)
 
void func_8029B2E4 (Camera *arg0, struct Actor *arg1)
 
void func_8029B4E0 (Camera *arg0, struct Actor *arg1)
 
void func_8029B6EC (Camera *camera, struct Actor *arg1)
 
void func_8029B8E8 (Camera *camera, struct TrainCar *actor)
 
void func_8029BFB0 (Camera *camera, struct TrainCar *actor)
 
void func_8029C3CC (Camera *camera, struct TrainCar *actor)
 
void render_actor_falling_rock (Camera *camera, struct FallingRock *rock)
 
void place_piranha_plants (struct ActorSpawnData *spawnData)
 
void place_palm_trees (struct ActorSpawnData *spawnData)
 
void spawn_foliage (struct ActorSpawnData *arg0)
 
void place_all_item_boxes (struct ActorSpawnData *spawnData)
 
void init_kiwano_fruit (void)
 
void destroy_all_actors (void)
 
void place_course_actors (void)
 
void func_8029E158 (void)
 
void func_8029E7DC (struct Actor *actor)
 
void destroy_actor (struct Actor *actor)
 
s16 func_8029E890 (Vec3f pos, Vec3s rot, Vec3f velocity, s16 actorType)
 
s16 addActorToEmptySlot (Vec3f pos, Vec3s rot, Vec3f velocity, s16 actorType)
 
s16 func_8029ED38 (Vec3f pos, s16 actorType)
 
UNUSED void func_8029ED98 (Player *player, uintptr_t arg1)
 
s32 func_8029EEB8 (Player *player, Vec3f pos, f32 arg2, f32 arg3, f32 arg4)
 
s32 func_8029F1F8 (Player *player, struct Actor *marioRacewaySign)
 
s32 func_8029F2FC (Player *player, struct PiranhaPlant *plant)
 
s32 func_8029F408 (Player *player, struct YoshiValleyEgg *egg)
 
s32 func_8029F69C (Player *player, struct Actor *actor)
 
s32 func_8029FB80 (Player *arg0, struct Actor *arg1)
 
s32 func_8029FCA4 (struct Actor *arg0, struct Actor *arg1)
 
void func_8029FDC8 (struct Actor *actor)
 
void func_802A00E8 (struct Actor *arg0, struct Actor *arg1)
 
void func_802A0350 (struct Actor *arg0, struct Actor *arg1)
 
void func_802A0450 (Player *player, struct Actor *actor)
 
void evaluate_player_collision (void)
 
void func_802A0E44 (void)
 
void func_802A1064 (struct FakeItemBox *fake_item_box)
 
void update_actor_fake_item_box (struct FakeItemBox *fake_item_box)
 
void func_802A14BC (f32 arg0, f32 arg1, f32 arg2)
 
void update_actor_item_box_hot_air_balloon (struct ItemBox *itemBox)
 
void update_actor_item_box (struct ItemBox *itemBox)
 
void func_802A171C (Camera *camera, struct FakeItemBox *fakeItemBox)
 
void func_802A1EA0 (Camera *camera, struct ItemBox *item_box)
 
void func_802A269C (Camera *arg0, struct Actor *arg1)
 
void func_802A27A0 (Camera *arg0, Mat4 arg1, struct YoshiValleyEgg *egg, u16 arg3)
 
void func_802A29BC (Camera *arg0, UNUSED Mat4 arg1, struct Actor *arg2)
 
void func_802A2AD0 (Camera *arg0, struct RailroadCrossing *rr_crossing)
 
void func_802A2C78 (Camera *arg0, UNUSED Mat4 arg1, struct Actor *arg2)
 
void func_802A2F34 (struct UnkStruct_800DC5EC *arg0)
 
void render_course_actors (struct UnkStruct_800DC5EC *arg0)
 
void update_course_actors (void)
 

Variables

u8D_802BA050
 
u8D_802BA054
 
u8D_802BA058
 
struct ActorD_802BA05C
 
s8 gTLUTRedShell [512]
 
u16 D_802BA260
 
UNUSED s16 D_802B8808 []
 
UNUSED s16 D_802B8810 []
 

Function Documentation

◆ actor_init()

void actor_init ( struct Actor * actor,
Vec3f startingPos,
Vec3s startingRot,
Vec3f startingVelocity,
s16 actorType )
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◆ addActorToEmptySlot()

s16 addActorToEmptySlot ( Vec3f pos,
Vec3s rot,
Vec3f velocity,
s16 actorType )
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◆ cleanup_red_and_green_shells()

void cleanup_red_and_green_shells ( struct ShellActor * shell)

Once the amount of spawned player red and green shell count has reached 21 or higher the game will cleanup any dead red or green shells by deleting their actors.

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◆ destroy_actor()

void destroy_actor ( struct Actor * actor)

This func likely plays an audio track based on flag Next, it destroys the actor via zeroing its flags and type. Note that the data from its other members still exist. Actors are expected to set members such as pos and rot data if used. Not doing so could result in the use of expired data.

This method does not require modification to gActorList directly. No popping members of gActorList. The list is always the size of ACTOR_LIST_SIZE. Actors are members of gActorList by definition.

Parameters
Actorto destroy
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◆ destroy_all_actors()

void destroy_all_actors ( void )

Destroys actors via zeroing some of the member data Key word some. When spawning a new actor, members such as pos and rot should be set to prevent using expired data

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◆ evaluate_player_collision()

void evaluate_player_collision ( void )
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◆ func_80297230()

void func_80297230 ( Camera * arg0,
struct Actor * arg1 )
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◆ func_802972B8()

void func_802972B8 ( Camera * arg0,
struct Actor * arg1 )
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◆ func_80297340()

void func_80297340 ( Camera * arg0)
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◆ func_80297524()

UNUSED void func_80297524 ( uintptr_t addr,
s32 width,
s32 height )

◆ func_802976D8()

void func_802976D8 ( Vec3s arg0)
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◆ func_802976EC()

void func_802976EC ( Collision * arg0,
Vec3s arg1 )
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◆ func_80297760()

void func_80297760 ( struct Actor * arg0,
Vec3f arg1 )
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◆ func_802977B0()

void func_802977B0 ( Player * arg0)
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◆ func_802977E4()

void func_802977E4 ( Player * arg0)
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◆ func_80297944()

UNUSED void func_80297944 ( void )

◆ func_8029794C()

void func_8029794C ( Vec3f arg0,
Vec3s arg1,
f32 arg2 )
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◆ func_802979F8()

void func_802979F8 ( struct Actor * arg0,
UNUSED f32 arg1 )
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◆ func_802986B4()

void func_802986B4 ( Camera * camera,
Mat4 arg1,
UNUSED struct Actor * actor )
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◆ func_80298AC0()

void func_80298AC0 ( Player * player)
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◆ func_80298C94()

void func_80298C94 ( void )
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◆ func_80298D10()

void func_80298D10 ( void )
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◆ func_80298D7C()

void func_80298D7C ( Camera * camera,
Mat4 arg1,
UNUSED struct Actor * actor )
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◆ func_80299864()

void func_80299864 ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ func_8029ABD4()

UNUSED void func_8029ABD4 ( f32 * pos,
s16 state )
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◆ func_8029AC18()

void func_8029AC18 ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ func_8029AE14()

UNUSED void func_8029AE14 ( )

◆ func_8029AE1C()

void func_8029AE1C ( Camera * arg0,
struct PaddleWheelBoat * boat,
UNUSED Mat4 arg2,
u16 arg3 )
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◆ func_8029B06C()

void func_8029B06C ( Camera * arg0,
struct Actor * arg1 )
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◆ func_8029B2E4()

void func_8029B2E4 ( Camera * arg0,
struct Actor * arg1 )
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◆ func_8029B4E0()

void func_8029B4E0 ( Camera * arg0,
struct Actor * arg1 )
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◆ func_8029B6EC()

void func_8029B6EC ( Camera * camera,
struct Actor * arg1 )
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◆ func_8029B8E8()

void func_8029B8E8 ( Camera * camera,
struct TrainCar * actor )
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◆ func_8029BFB0()

void func_8029BFB0 ( Camera * camera,
struct TrainCar * actor )
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◆ func_8029C3CC()

void func_8029C3CC ( Camera * camera,
struct TrainCar * actor )
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◆ func_8029E158()

void func_8029E158 ( void )
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◆ func_8029E7DC()

void func_8029E7DC ( struct Actor * actor)
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◆ func_8029E890()

s16 func_8029E890 ( Vec3f pos,
Vec3s rot,
Vec3f velocity,
s16 actorType )
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◆ func_8029ED38()

s16 func_8029ED38 ( Vec3f pos,
s16 actorType )
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◆ func_8029ED98()

UNUSED void func_8029ED98 ( Player * player,
uintptr_t arg1 )
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◆ func_8029EEB8()

s32 func_8029EEB8 ( Player * player,
Vec3f pos,
f32 arg2,
f32 arg3,
f32 arg4 )
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◆ func_8029F1F8()

s32 func_8029F1F8 ( Player * player,
struct Actor * marioRacewaySign )
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◆ func_8029F2FC()

s32 func_8029F2FC ( Player * player,
struct PiranhaPlant * plant )
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◆ func_8029F408()

s32 func_8029F408 ( Player * player,
struct YoshiValleyEgg * egg )
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◆ func_8029F69C()

s32 func_8029F69C ( Player * player,
struct Actor * actor )
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◆ func_8029FB80()

s32 func_8029FB80 ( Player * arg0,
struct Actor * arg1 )
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◆ func_8029FCA4()

s32 func_8029FCA4 ( struct Actor * arg0,
struct Actor * arg1 )
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◆ func_8029FDC8()

void func_8029FDC8 ( struct Actor * actor)
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◆ func_802A00E8()

void func_802A00E8 ( struct Actor * arg0,
struct Actor * arg1 )
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◆ func_802A0350()

void func_802A0350 ( struct Actor * arg0,
struct Actor * arg1 )
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◆ func_802A0450()

void func_802A0450 ( Player * player,
struct Actor * actor )
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◆ func_802A0E44()

void func_802A0E44 ( void )
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◆ func_802A1064()

void func_802A1064 ( struct FakeItemBox * fake_item_box)
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◆ func_802A14BC()

void func_802A14BC ( f32 arg0,
f32 arg1,
f32 arg2 )
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◆ func_802A171C()

void func_802A171C ( Camera * camera,
struct FakeItemBox * fakeItemBox )
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◆ func_802A1EA0()

void func_802A1EA0 ( Camera * camera,
struct ItemBox * item_box )
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◆ func_802A269C()

void func_802A269C ( Camera * arg0,
struct Actor * arg1 )
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◆ func_802A27A0()

void func_802A27A0 ( Camera * arg0,
Mat4 arg1,
struct YoshiValleyEgg * egg,
u16 arg3 )
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◆ func_802A29BC()

void func_802A29BC ( Camera * arg0,
UNUSED Mat4 arg1,
struct Actor * arg2 )
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◆ func_802A2AD0()

void func_802A2AD0 ( Camera * arg0,
struct RailroadCrossing * rr_crossing )
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◆ func_802A2C78()

void func_802A2C78 ( Camera * arg0,
UNUSED Mat4 arg1,
struct Actor * arg2 )
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◆ func_802A2F34()

void func_802A2F34 ( struct UnkStruct_800DC5EC * arg0)
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◆ init_kiwano_fruit()

void init_kiwano_fruit ( void )
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◆ init_red_shell_texture()

void init_red_shell_texture ( void )
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◆ place_all_item_boxes()

void place_all_item_boxes ( struct ActorSpawnData * spawnData)
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◆ place_course_actors()

void place_course_actors ( void )
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◆ place_palm_trees()

void place_palm_trees ( struct ActorSpawnData * spawnData)
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◆ place_piranha_plants()

void place_piranha_plants ( struct ActorSpawnData * spawnData)
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◆ render_actor_banana()

void render_actor_banana ( Camera * camera,
UNUSED Mat4 arg1,
struct BananaActor * banana )
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◆ render_actor_blue_shell()

void render_actor_blue_shell ( Camera * camera,
Mat4 matrix,
struct ShellActor * shell )
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◆ render_actor_bush_bowser_castle()

void render_actor_bush_bowser_castle ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_cow()

void render_actor_cow ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_falling_rock()

void render_actor_falling_rock ( Camera * camera,
struct FallingRock * rock )
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◆ render_actor_green_shell()

void render_actor_green_shell ( Camera * camera,
Mat4 matrix,
struct ShellActor * shell )
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◆ render_actor_kiwano_fruit_dks_jungle_parkway()

void render_actor_kiwano_fruit_dks_jungle_parkway ( UNUSED Camera * camera,
Mat4 arg1,
struct Actor * actor )
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◆ render_actor_piranha_plant()

void render_actor_piranha_plant ( Camera * arg0,
Mat4 arg1,
struct PiranhaPlant * arg2 )
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◆ render_actor_red_shell()

void render_actor_red_shell ( Camera * camera,
Mat4 matrix,
struct ShellActor * shell )
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◆ render_actor_shell()

void render_actor_shell ( Camera * camera,
Mat4 matrix,
struct ShellActor * shell )
Todo
Is this making the shell spin?
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◆ render_actor_tree_bowser_castle()

void render_actor_tree_bowser_castle ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_cactus1_kalimari_desert()

void render_actor_tree_cactus1_kalimari_desert ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_cactus2_kalimari_desert()

void render_actor_tree_cactus2_kalimari_desert ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_cactus3_kalimari_desert()

void render_actor_tree_cactus3_kalimari_desert ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_frappe_snowland()

void render_actor_tree_frappe_snowland ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_mario_raceway()

void render_actor_tree_mario_raceway ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_moo_moo_farm()

void render_actor_tree_moo_moo_farm ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_royal_raceway()

void render_actor_tree_royal_raceway ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_actor_tree_yoshi_valley()

void render_actor_tree_yoshi_valley ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ render_course_actors()

void render_course_actors ( struct UnkStruct_800DC5EC * arg0)
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◆ spawn_foliage()

void spawn_foliage ( struct ActorSpawnData * arg0)
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◆ update_actor_fake_item_box()

void update_actor_fake_item_box ( struct FakeItemBox * fake_item_box)
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◆ update_actor_item_box()

void update_actor_item_box ( struct ItemBox * itemBox)
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◆ update_actor_item_box_hot_air_balloon()

void update_actor_item_box_hot_air_balloon ( struct ItemBox * itemBox)
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◆ update_actor_kiwano_fruit()

void update_actor_kiwano_fruit ( struct KiwanoFruit * fruit)
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◆ update_actor_mario_raceway_sign()

void update_actor_mario_raceway_sign ( struct Actor * arg0)
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◆ update_actor_piranha_plant()

void update_actor_piranha_plant ( struct PiranhaPlant * arg0)
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◆ update_actor_railroad_crossing()

void update_actor_railroad_crossing ( struct RailroadCrossing * crossing)

If train close activate bell sound according to timing

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◆ update_actor_trees_cacti_shrubs()

void update_actor_trees_cacti_shrubs ( struct Actor * arg0)
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◆ update_actor_wario_stadium_sign()

void update_actor_wario_stadium_sign ( struct Actor * arg0)
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◆ update_actor_yoshi_valley_egg()

void update_actor_yoshi_valley_egg ( struct YoshiValleyEgg * egg)
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◆ update_course_actors()

void update_course_actors ( void )
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Variable Documentation

◆ D_802B8808

UNUSED s16 D_802B8808[]
Initial value:
= {
0x0014, 0x0028, 0x0000, 0x0000
}

◆ D_802B8810

UNUSED s16 D_802B8810[]
Initial value:
= {
0x0fc0, 0x0000, 0xffff, 0xffff, 0x0014, 0x0000, 0x0000, 0x0000,
0x0fc0, 0x0fc0, 0xffff, 0xffff, 0xffec, 0x0000, 0x0000, 0x0000,
0x0000, 0x0fc0, 0xffff, 0xffff, 0xffec, 0x0028, 0x0000, 0x0000,
0x0000, 0x0000, 0xffff, 0xffff
}

◆ D_802BA050

u8* D_802BA050

◆ D_802BA054

u8* D_802BA054

◆ D_802BA058

u8* D_802BA058

◆ D_802BA05C

struct Actor* D_802BA05C

◆ D_802BA260

u16 D_802BA260

◆ gTLUTRedShell

s8 gTLUTRedShell[512]