Mario Kart 64
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actors.h File Reference
#include "types.h"
#include "actor_types.h"
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Go to the source code of this file.

Functions

void cleanup_red_and_green_shells (struct ShellActor *)
 
void actor_init (struct Actor *, Vec3f, Vec3s, Vec3f, s16)
 
void func_80297230 (Camera *, struct Actor *)
 
void func_802972B8 (Camera *, struct Actor *)
 
void func_80297340 (Camera *)
 
void func_802976D8 (Vec3s)
 
void func_802976EC (Collision *, Vec3s)
 
void func_80297760 (struct Actor *, Vec3f)
 
void func_802977B0 (Player *)
 
void func_802977E4 (Player *)
 
void init_red_shell_texture (void)
 
void func_8029794C (Vec3f, Vec3s, f32)
 
void func_802979F8 (struct Actor *, f32)
 
void render_actor_cow (Camera *, Mat4, struct Actor *)
 
void update_actor_yoshi_valley_egg (struct YoshiValleyEgg *)
 
void update_actor_trees_cacti_shrubs (struct Actor *)
 
void update_actor_kiwano_fruit (struct KiwanoFruit *)
 
void update_actor_paddle_wheel (struct PaddleWheelBoat *)
 
void update_actor_train_engine (struct TrainCar *)
 
void update_actor_train_car1 (struct TrainCar *)
 
void update_actor_train_car2 (struct TrainCar *)
 
void update_actor_piranha_plant (struct PiranhaPlant *)
 
void render_actor_piranha_plant (Camera *, Mat4, struct PiranhaPlant *)
 
void func_802986B4 (Camera *, Mat4, struct Actor *)
 
void func_80298AC0 (Player *)
 
void func_80298C94 (void)
 
void func_80298D10 (void)
 
void func_80298D7C (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_mario_raceway (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_yoshi_valley (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_royal_raceway (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_moo_moo_farm (Camera *, Mat4, struct Actor *)
 
void func_80299864 (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_bowser_castle (Camera *, Mat4, struct Actor *)
 
void render_actor_bush_bowser_castle (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_frappe_snowland (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_cactus1_kalimari_desert (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_cactus2_kalimari_desert (Camera *, Mat4, struct Actor *)
 
void render_actor_tree_cactus3_kalimari_desert (Camera *, Mat4, struct Actor *)
 
void render_actor_kiwano_fruit_dks_jungle_parkway (Camera *, Mat4, struct Actor *)
 
void render_actor_shell (Camera *, Mat4, struct ShellActor *)
 
void render_actor_green_shell (Camera *, Mat4, struct ShellActor *)
 
void render_actor_red_shell (Camera *, Mat4, struct ShellActor *)
 
void render_actor_blue_shell (Camera *, Mat4, struct ShellActor *)
 
void render_actor_banana (Camera *, Mat4, struct BananaActor *)
 
void update_actor_wario_stadium_sign (struct Actor *)
 
void update_actor_railroad_crossing (struct RailroadCrossing *)
 
void update_actor_mario_raceway_sign (struct Actor *)
 
void func_8029AC18 (Camera *, Mat4, struct Actor *)
 
void func_8029AE1C (Camera *, struct PaddleWheelBoat *, Mat4, u16)
 
void func_8029B06C (Camera *, struct Actor *)
 
void func_8029B2E4 (Camera *, struct Actor *)
 
void func_8029B4E0 (Camera *, struct Actor *)
 
void func_8029B6EC (Camera *, struct Actor *)
 
void func_8029B8E8 (Camera *, struct TrainCar *)
 
void func_8029BFB0 (Camera *, struct TrainCar *)
 
void func_8029C3CC (Camera *, struct TrainCar *)
 
void render_actor_falling_rock (Camera *, struct FallingRock *)
 
void place_piranha_plants (struct ActorSpawnData *)
 
void place_palm_trees (struct ActorSpawnData *)
 
void func_8029CF0C (struct ActorSpawnData *, struct FallingRock *)
 
void place_falling_rocks (struct ActorSpawnData *)
 
void update_actor_falling_rocks (struct FallingRock *)
 
void spawn_foliage (struct ActorSpawnData *)
 
void place_all_item_boxes (struct ActorSpawnData *)
 
void init_kiwano_fruit (void)
 
void destroy_all_actors (void)
 
void place_course_actors (void)
 
void func_8029E158 (void)
 
void func_8029E7DC (struct Actor *)
 
void destroy_actor (struct Actor *)
 
s16 func_8029E890 (Vec3f, Vec3s, Vec3f, s16)
 
s16 addActorToEmptySlot (Vec3f, Vec3s, Vec3f, s16)
 
s16 func_8029ED38 (Vec3f, s16)
 
s32 func_8029EEB8 (Player *, Vec3f, f32, f32, f32)
 
s32 func_8029F1F8 (Player *, struct Actor *)
 
s32 func_8029F2FC (Player *, struct PiranhaPlant *)
 
s32 func_8029F408 (Player *, struct YoshiValleyEgg *)
 
s32 func_8029F69C (Player *, struct Actor *)
 
s32 func_8029FB80 (Player *, struct Actor *)
 
s32 func_8029FCA4 (struct Actor *, struct Actor *)
 
void func_8029FDC8 (struct Actor *)
 
void func_802A00E8 (struct Actor *, struct Actor *)
 
void func_802A0350 (struct Actor *, struct Actor *)
 
void func_802A0450 (Player *, struct Actor *)
 
void evaluate_player_collision (void)
 
void func_802A0E44 (void)
 
void func_802A1064 (struct FakeItemBox *)
 
void update_actor_fake_item_box (struct FakeItemBox *)
 
void func_802A14BC (f32, f32, f32)
 
void update_actor_item_box_hot_air_balloon (struct ItemBox *)
 
void update_actor_item_box (struct ItemBox *)
 
void func_802A171C (Camera *, struct FakeItemBox *)
 
void func_802A1EA0 (Camera *, struct ItemBox *)
 
void func_802A269C (Camera *, struct Actor *)
 
void func_802A27A0 (Camera *, Mat4, struct YoshiValleyEgg *, u16)
 
void func_802A29BC (Camera *, Mat4, struct Actor *)
 
void func_802A2AD0 (Camera *, struct RailroadCrossing *)
 
void func_802A2C78 (Camera *, Mat4, struct Actor *)
 
void func_802A2F34 (struct UnkStruct_800DC5EC *)
 
void render_course_actors (struct UnkStruct_800DC5EC *)
 
void update_course_actors (void)
 
void func_800C98B8 (Vec3f, Vec3f, u32)
 
void func_800C99E0 (Vec3f, s32)
 

Variables

u8D_802BA050
 
u8D_802BA054
 
u8D_802BA058
 
struct ActorD_802BA05C
 
s8 gTLUTRedShell []
 
u16 D_802BA260
 
s16 gCurrentCourseId
 
u16 isCrossingTriggeredByIndex []
 
Lights1 D_800DC610 []
 
s8 common_tlut_trees_import []
 
Gfx D_0D005338 []
 
Gfx D_0D005368 []
 
Gfx D_0D007B20 []
 
Gfx toads_turnpike_dl_0 []
 
Gfx toads_turnpike_dl_1 []
 
Gfx toads_turnpike_dl_2 []
 
Gfx toads_turnpike_dl_3 []
 
Gfx toads_turnpike_dl_4 []
 
Gfx toads_turnpike_dl_5 []
 
Gfx toads_turnpike_dl_6 []
 
Gfx toads_turnpike_dl_7 []
 
Gfx toads_turnpike_dl_8 []
 
Gfx toads_turnpike_dl_9 []
 
Gfx toads_turnpike_dl_10 []
 
Gfx toads_turnpike_dl_11 []
 
s32 D_80162DF8
 
Gfx D_0D001750 []
 
Gfx D_0D001780 []
 
Gfx D_0D001798 []
 
Gfx D_0D0017B0 []
 
Gfx D_0D0017C8 []
 
Gfx D_0D0017E0 []
 
Gfx D_0D0017F8 []
 
Gfx D_0D001810 []
 
Gfx D_0D001828 []
 
Gfx D_0D001B90 []
 
Gfx D_0D001BD8 []
 
Gfx D_0D001C20 []
 
Gfx D_0D001C88 []
 
Gfx D_0D002EE8 []
 
Gfx common_model_fake_itembox []
 
Gfx itemBoxQuestionMarkModel []
 
Gfx D_0D003090 []
 
Gfx D_0D0030F8 []
 
Gfx D_0D003128 []
 
Gfx D_0D003158 []
 
Gfx D_0D003188 []
 
Gfx D_0D0031B8 []
 
Gfx D_0D0031E8 []
 
Gfx common_model_banana []
 
Gfx common_model_flat_banana []
 
s8 D_800DC628 []
 
s8 D_800DC630 []
 
s8 D_802B8864 []
 

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_800C98B8()

void func_800C98B8 ( Vec3f position,
Vec3f velocity,
u32 soundBits )
extern
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◆ func_800C99E0()

void func_800C99E0 ( Vec3f arg0,
s32 soundBits )
extern
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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_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_8029794C()

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

void func_802979F8 ( struct Actor * ,
f32  )

◆ func_802986B4()

void func_802986B4 ( Camera * ,
Mat4 ,
struct Actor *  )

◆ 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 * ,
Mat4 ,
struct Actor *  )

◆ func_80299864()

void func_80299864 ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ func_8029AC18()

void func_8029AC18 ( Camera * camera,
Mat4 arg1,
struct Actor * arg2 )
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◆ func_8029AE1C()

void func_8029AE1C ( Camera * ,
struct PaddleWheelBoat * ,
Mat4 ,
u16  )

◆ 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_8029CF0C()

void func_8029CF0C ( struct ActorSpawnData * spawnData,
struct FallingRock * rock )
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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_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 * ,
Mat4 ,
struct Actor *  )

◆ func_802A2AD0()

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

void func_802A2C78 ( Camera * ,
Mat4 ,
struct Actor *  )

◆ 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_falling_rocks()

void place_falling_rocks ( struct ActorSpawnData * spawnData)
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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 * ,
Mat4 ,
struct BananaActor *  )

◆ 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 ( Camera * ,
Mat4 ,
struct Actor *  )

◆ 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_falling_rocks()

void update_actor_falling_rocks ( struct FallingRock * rock)
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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_paddle_wheel()

void update_actor_paddle_wheel ( struct PaddleWheelBoat * boat)
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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_train_car1()

void update_actor_train_car1 ( struct TrainCar * tender)
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◆ update_actor_train_car2()

void update_actor_train_car2 ( struct TrainCar * arg0)
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◆ update_actor_train_engine()

void update_actor_train_engine ( struct TrainCar * arg0)
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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

◆ common_model_banana

Gfx common_model_banana[]
extern

◆ common_model_fake_itembox

Gfx common_model_fake_itembox[]
extern

◆ common_model_flat_banana

Gfx common_model_flat_banana[]
extern

◆ common_tlut_trees_import

s8 common_tlut_trees_import[]
extern
Todo
What is this?

◆ D_0D001750

Gfx D_0D001750[]
extern

◆ D_0D001780

Gfx D_0D001780[]
extern

◆ D_0D001798

Gfx D_0D001798[]
extern

◆ D_0D0017B0

Gfx D_0D0017B0[]
extern

◆ D_0D0017C8

Gfx D_0D0017C8[]
extern

◆ D_0D0017E0

Gfx D_0D0017E0[]
extern

◆ D_0D0017F8

Gfx D_0D0017F8[]
extern

◆ D_0D001810

Gfx D_0D001810[]
extern

◆ D_0D001828

Gfx D_0D001828[]
extern

◆ D_0D001B90

Gfx D_0D001B90[]
extern

◆ D_0D001BD8

Gfx D_0D001BD8[]
extern

◆ D_0D001C20

Gfx D_0D001C20[]
extern

◆ D_0D001C88

Gfx D_0D001C88[]
extern

◆ D_0D002EE8

Gfx D_0D002EE8[]
extern

◆ D_0D003090

Gfx D_0D003090[]
extern

◆ D_0D0030F8

Gfx D_0D0030F8[]
extern

◆ D_0D003128

Gfx D_0D003128[]
extern

◆ D_0D003158

Gfx D_0D003158[]
extern

◆ D_0D003188

Gfx D_0D003188[]
extern

◆ D_0D0031B8

Gfx D_0D0031B8[]
extern

◆ D_0D0031E8

Gfx D_0D0031E8[]
extern

◆ D_0D005338

Gfx D_0D005338[]
extern

◆ D_0D005368

Gfx D_0D005368[]
extern

◆ D_0D007B20

Gfx D_0D007B20[]
extern

◆ D_800DC610

Lights1 D_800DC610[]
extern

◆ D_800DC628

s8 D_800DC628[]
extern

◆ D_800DC630

s8 D_800DC630[]
extern

◆ D_80162DF8

s32 D_80162DF8
extern

◆ D_802B8864

s8 D_802B8864[]
extern

◆ D_802BA050

u8* D_802BA050
extern

◆ D_802BA054

u8* D_802BA054
extern

◆ D_802BA058

u8* D_802BA058
extern

◆ D_802BA05C

struct Actor* D_802BA05C
extern

◆ D_802BA260

u16 D_802BA260
extern

◆ gCurrentCourseId

s16 gCurrentCourseId
extern

◆ gTLUTRedShell

s8 gTLUTRedShell[]
extern

◆ isCrossingTriggeredByIndex

u16 isCrossingTriggeredByIndex[]
extern

◆ itemBoxQuestionMarkModel

Gfx itemBoxQuestionMarkModel[]
extern

◆ toads_turnpike_dl_0

Gfx toads_turnpike_dl_0[]
extern

◆ toads_turnpike_dl_1

Gfx toads_turnpike_dl_1[]
extern

◆ toads_turnpike_dl_10

Gfx toads_turnpike_dl_10[]
extern

◆ toads_turnpike_dl_11

Gfx toads_turnpike_dl_11[]
extern

◆ toads_turnpike_dl_2

Gfx toads_turnpike_dl_2[]
extern

◆ toads_turnpike_dl_3

Gfx toads_turnpike_dl_3[]
extern

◆ toads_turnpike_dl_4

Gfx toads_turnpike_dl_4[]
extern

◆ toads_turnpike_dl_5

Gfx toads_turnpike_dl_5[]
extern

◆ toads_turnpike_dl_6

Gfx toads_turnpike_dl_6[]
extern

◆ toads_turnpike_dl_7

Gfx toads_turnpike_dl_7[]
extern

◆ toads_turnpike_dl_8

Gfx toads_turnpike_dl_8[]
extern

◆ toads_turnpike_dl_9

Gfx toads_turnpike_dl_9[]
extern