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actor_commands.c File Reference

Event commands on actors: placing, moving and animating them. More...

Go to the source code of this file.

Data Structures

struct  ObjectSlotTable
 The event work seen as its actor slots, which the actor commands index by actor number. More...

Functions

struct FieldActor * Object_GetById (s32 actor)
 Returns an actor, or NULL if it does not exist.
void ObjectMotion_SetSpeedParameters (u32 objectId, s32 speedLimit, s32 acceleration)
 The event command "set actor speed": its top speed and acceleration, 16.16 pixels per frame.
void ObjectMotion_EnableActionAndSetCallback (u32 objectId, s32 action)
 Gives an actor an action script (ObjectMotion_SetActionCallback) and lets it run: sets bit 0 of its actionFlags.
void ObjectMotion_EnableActionAndResetMotion (u32 objectId)
 The event command "stop actor": stops its action and puts it back under event control (dispatch script 6), setting bit 0 of its actionFlags.
void Object_LinkObjectAndSetCallback (u32 objectId, u32 linkedObjectId)
 Makes an actor follow another (the linked action script): writes its linkedObject.
void Object_RefreshSelectorById (u32 objectId)
 Waits, at most 300 frames, for an actor's script to reach its end (command 0x10).
void Object_SetActionCallbackAndRefreshById (u32 objectId, s32 action)
 Starts a built-in action or supplied script, then waits up to 300 frames for its script to end.
void ObjectMotion_ResetAndSetPosition (u32 objectId, s32 x, s32 z)
 The event command "set actor destination": the actor heads for (x, z), in pixels, keeping its current animation.
void ObjectMotion_SetPositionAndCommit (u32 objectId, s32 x, s32 z)
 The event command "move actor and wait": as ObjectMotion_ResetAndSetPosition, then waits (at most 600 frames) for the actor to arrive.
void ObjectMotion_ResetAndSetPositionInMode2 (u32 objectId, s32 x, s32 z)
 The event command "walk actor to": the actor walks (animation 2) toward (x, z), in pixels.
void ObjectMotion_SetPositionAndReset (u32 objectId, s32 x, s32 z)
 The event command "walk actor to and wait": walks the actor to (x, z), in pixels, waits for it to arrive and stands it still (animation 1).
void ObjectMotion_CenterOnColumn (u32 objectId, s32 priority, s32 zOffset)
 The event command "center actor and walk": walks the actor sideways to the middle of its 16-pixel column, sets its sprite priority to priority (ObjectMotion_SetActionVariant), then sends it zOffset pixels along z.
void ObjectMotion_OffsetPositionAndResetMotion (u32 objectId, s32 xOffset, s32 zOffset)
 The event command "set actor destination offset": the actor heads (xOffset, zOffset) pixels from where it stands.
void ObjectMotion_OffsetPositionAndReset (u32 objectId, s32 xOffset, s32 zOffset)
 Walks the actor (animation 2) (xOffset, zOffset) pixels from where it stands.
void ObjectMotion_CommitPositionAndActivate (u32 objectId, s32 xOffset, s32 zOffset)
 Walks the actor (xOffset, zOffset) pixels, waits for it to arrive and stands it still.
void Motion_LaunchFromFocusedObject (u32 objectId, s32 xOffset, s32 zOffset, s32 action)
 Places an actor on the leader and sends it walking (xOffset, zOffset) pixels away at speed 0.6 and acceleration 0.3, through the launch script; the actor then takes action action.
void ObjectMotion_CommitCurrentPositionAndActivate (u32 objectId)
 The event command "wait for actor": waits (at most 600 frames) for the actor to arrive and stands it still.
void ObjectMotion_SetHorizontalPositionWithTerrain (u32 objectId, s32 x, s32 z)
 The event command "set actor position": puts the actor at (x, z), 16.16 pixels, at rest.
void ObjectMotion_SetPositionWithTerrain (u32 objectId, s32 x, s32 y, s32 z)
 Puts the actor at (x, y, z), 16.16 pixels, at rest; an actor that follows the ground (flag 1) is raised by the terrain height there.
void Object_SetModeById (u32 objectId, s32 animation)
 The event command "set actor animation" (1 stands, 2 walks, 3 nods, 4 shakes the head and so on).
void Object_SetActionById (u32 objectId, s32 steps)
 Sets the animation timer steps of each of an actor's sprites (AnimationObjects_SetActiveTimerSteps).
void ObjectMotion_WaitForAnimationChange (u32 objectId)
 Waits, at most 90 frames, for an actor's animation to change.
void Motion_SetModeAndWaitAnimation (u32 objectId, s32 animation)
 The event command "set actor animation and wait": plays the animation and waits for it to end.
void ObjectMotion_NoOp (void)
 An empty function, reached only through an unnamed veneer in the object bank's far-call table; nothing in ☀️ names it.
void ObjectMotion_Launch (u32 objectId, s32 speed, s32 frames)
 The event command "actor jump": throws the actor upward at speed pixels per frame with a jump sound (a higher one above 5), then waits frames frames.
void ObjectMotion_SetVariantCallback (u32 objectId, s32 count)
 The event command "start repeated motion": the actor squashes and springs back count times (1 to 3), through gObjectMotion_VariantScripts.
void Motion_SetVarCbAndRefresh (u32 objectId, s32 count)
 The event command "run repeated motion": as ObjectMotion_SetVariantCallback, then waits for it to end.
void FieldFx_UpdateParticleLinearMotion (union FieldObject *fieldObject)
 Moves a dust puff of FieldFx_SpawnBurstParticle: it drifts with its x and z velocity (kept in speed and acceleration), which drag slows by 1/18 and 1/16 each frame, and rises 1/64 pixel a frame.
void FieldFx_SpawnBurstParticle (struct FieldActor *source, s32 param)
 Kicks up a dust puff (object 222) where source stands: it flies off toward the back at 0.5 to 1.4 pixels a frame and sideways at up to 1.4, with one of two animations.
void Actor_JumpDownLedge (s32 actor, s32 pose, s32 param)
 Makes an actor jump down off a ledge in front of it (the field runs it for the leader when the player presses down at a ledge): it shows pose for 10 frames, hops, spins round while sinking 28 pixels with a dust puff every other frame (none when param is -1), then jumps 16 pixels forward and lands.
void ObjectMotion_SetAngleToward (s32 firstId, s32 secondId, s32 wait)
 The event command "actor face actor": turns the first actor at once to face the second, then waits wait frames.
void Object_LinkPair (s32 firstId, s32 secondId, s32 wait)
 The event command "actors face each other": turns two actors toward each other, then waits wait frames.
void FacingObject_TurnPairToFaceEachOther (struct FacingObject *firstObject, struct FacingObject *secondObject)
 Turns two actors to face each other, at most 1/16 turn a frame each, until both do (at most 60 frames).
 STATIC_ASSERT (offsetof(struct ObjectSlotTable, slots)==0x14)
void ObjectTable_DestroyById (s32 index)
 The event command "destroy actor": releases the actor and frees its slot, writing NULL to its place in the field work's actor table.
UNUSED void ObjectTable_DestroyNoOp (void)
void ObjectGroup_ConfigureChildValue (s32 objectId, s32 param)
 The event command "set actor sprite param": gives every sprite part of the actor param (ObjectGroup_SetChildValue).
void ObjectGroup_ApplyIndexedChildValue (union FieldObject *fieldObject)
 Per-frame hook of a blinking actor: sets its sprite parts' param from gObjectGroup_BlinkChildValues (7 for two frames out of eight, otherwise 0).
void ObjectGroup_SetChildValue (struct FieldActor *actor, s32 param)
 Sets the param byte of every animated part of an actor's sprite.
void Object_SetTargetAndCallback (u32 objectId, s32 targetId, const void *script)
 Links an actor to the actor in the low 8 bits of targetId and starts script on it.
s32 ObjectMotion_StepAngle (struct ObjectRuntime *object)
 Script step that turns an actor toward the angle kept in its action: the whole way when within 1/16 turn, otherwise 1/32 turn.
void Object_ResetTargetAndSetMode1 (u32 objectId)
 Clears an actor's destination, puts it under event control and stands it still.
void ObjectMotion_ArmCallback (s32 objectId, s32 angle, s32 wait)
 The event command "actor face direction": the actor turns toward angle (0x10000 a full turn; ObjectMotion_StepAngle), then the event waits wait frames.
void ObjectMotion_SetActionVariant (s32 objectId, s32 priority)
 The event command "set actor sprite priority": fixes the priority of the actor's sprite, which then no longer follows its depth: clears ACTOR_PRIORITY_AUTOMATIC.
void ObjectVisual_CopyAttributes (u32 targetId, u32 sourceId)
 Makes the target actor's sprite show the source actor's graphics (its VRAM block and tile).
UNUSED void ObjectVisual_ReservedNoOp (void)
void Event_SetMessageId (s32 message)
 The event command "set message": the number of the event's next message, written to work->message.
s32 ObjectTable_ReadActiveValue (s32 actor)
 Returns the sprite (the first animation's id) of the actor in the low 12 bits of actor, or -1 if there is no such animated actor.
s32 ObjectTable_FindActiveByValue (s32 sprite)
 Returns the first scene actor (8 to 65) showing sprite, or -1.

Detailed Description

Event commands on actors: placing, moving and animating them.

Part of psynergy_effects.c, compiled only through it.

Definition in file actor_commands.c.

Function Documentation

◆ Object_GetById()

struct FieldActor * Object_GetById ( s32 actor)

Returns an actor, or NULL if it does not exist.

Scene scripts reach it through Actor_Get and OBJ_GET; it is the far-callable form of ObjectTable_Get that the other banks use.

Definition at line 10 of file actor_commands.c.

Referenced by Actor_Get(), Actor_JumpDownLedge(), AlpineCrossing_FeizhiArrives(), AlpineCrossing_FreezePuddle(), AlpineCrossing_GrowSprout(), AlpineCrossing_LiftBoulder(), AlpineCrossing_PrepareFrost(), AltinPeak_AwardFrostJewelAndDrain(), AltinPeak_CelebrateHydrosVictory(), AltinPeak_DrainFirstWater(), AltinPeak_FreezeRoom1Puddle(), AltinPeak_FreezeRoom1WidePuddle(), AltinPeak_FreezeRoom5Puddle(), AltinPeak_FreezeRoom6Puddle(), AltinPeak_FreezeRoom7Puddle(), AltinPeak_FreezeRoom7SecondPuddle(), AltinPeak_FreezeRoom7ThirdPuddle(), AltinPeak_MarkActorTerrainCell(), AltinPeak_PlaceBlockUnderLeader(), AltinPeak_PushRoom7Block(), AltinPeak_ReadFallingRockSign(), AltinPeak_RestoreBlockAutomaticPriority(), AltinPeak_RestoreRoom1(), AltinPeak_RestoreRoom10(), AltinPeak_RestoreRoom9(), AltinPeak_RideLog(), AltinPeak_RollLog(), AltinPeak_SettleRoom7Block(), AltinPeak_ShadowFollowBoulder(), AltinPeak_ShowFirstBeastRoute(), AltinPeak_ShowSecondBeastRoute(), AltinPeak_UpdateFrostPillarPriority(), AltmillerCave_CheckFrostTargetCollision(), AltmillerCave_FreezePuddle(), AltmillerCave_HopSelectedActor(), AltmillerCave_Initialize(), AltmillerCave_MatchLeaderPriority(), AltmillerCave_MeetInvisibleBabi(), AltmillerCave_PlaceLight(), AltmillerCave_SpinLights(), AltmillerCave_UpdateMovedObstacle(), BabiLighthouse_AdvanceNearbyPair(), BabiLighthouse_ClimbDownOrAdvancePair(), BabiLighthouse_ClimbOrAdvancePair(), BabiLighthouse_FallToExit(), BabiLighthouse_JumpFromLedge(), BabiLighthouse_LandWithParticles(), BabiLighthouse_RefreshMovableBlockTiles(), BabiLighthouse_RegroupPartyMember(), BabiLighthouse_SetupScene(), BabiLighthouse_UpdateMovedBlock(), BattleEffect_UpdatePhasedRadialParticle(), BattleFx_FinishSceneAndReleaseHeapBlock(), BattleFx_PlayCueAndStartEmitterOnTarget(), BattleFx_RunAngledApproachPhases(), BattleFx_RunMercuryDjinnCapture(), BattleFx_RunVenusDjinnCapture(), BattleFx_SetupResourcesAndWindow(), BattleFx_SteerPushedTarget(), BattleFx_UpdateDescendingOrbitObject(), BattleFx_UpdateRadialSpread(), BattleFx_UpdateRandomTargetParticle(), Beast_HopAway(), Bilibin_RestoreRaisedEntrance(), Bilibin_RestoreRiverActors(), Bilibin_UpdateRiverBlockCells(), Bilibin_UpdateRiverEffect(), Bilibin_UpdateVillageBlockCells(), BilibinCave_RestoreDouseSection(), BilibinCave_UpdateFrostTargetFromMovableActors(), BilibinInteriors_Initialize(), Clear_LoadBackground(), ColosseumEntrance_AnnounceFinals(), ColosseumEntrance_EscortToEastExit(), ColosseumEntrance_EscortToWestExit(), ColosseumEntrance_ShowClearedTrial(), ColosseumEntrance_ShowFailedTrial(), Colosso_AskDoneCheering(), Colosso_AskReadyToRace(), Colosso_FadeInCompetitor(), Colosso_FindActorAhead(), Colosso_OfferCheeringSpot(), Colosso_RestoreCompetitor(), Colosso_ShowItemIcon(), Colosso_StartRaceGauge(), Colosso_TakePlaceForMatch(), Colosso_UpdatePathRival(), ColossoLog_CollectFinishEquipment(), ColossoLog_Initialize(), ColossoLog_IntroduceFinalCourse(), ColossoLog_PlayPostBattleReunion(), ColossoLog_PushActorAhead(), ColossoLog_UpdateEastEndCollision(), ColossoLogRollingStage_CheckObstacleDestination(), ColossoLogRollingStage_RaiseLinkedSceneEffect(), ColossoLogRollingStage_SceneTask(), ColossoLogRollingStage_SpawnPeriodicParticle(), ColossoRiver_CollectFinishItem(), ColossoRiver_ExplainFinalsRules(), ColossoRiver_Initialize(), ColossoRiver_MarkCourseTerrain(), ColossoRiver_MoveActorPairByOffset(), ColossoRiver_PlaceFinishItemAboveActor(), ColossoRiver_PushObjectAhead(), ColossoWall_ApproachFinishAndTakeItem(), ColossoWall_Initialize(), ColossoWall_IntroduceSecondFinals(), ColossoWall_MovePusherAndLog(), ColossoWall_PushAdjacentObstacle(), ColossoWall_PushBlockToCell(), ColossoWall_RaiseLinkedSceneEffect(), ColossoWall_RollLogToCell(), ColossoWall_UpdateMovingPlatforms(), ColossoWall_UpdateRollingLogCollision(), CrossboneIsle_DrawHorizontalBlockFootprint(), CrossboneIsle_DrawVerticalBlockFootprint(), CrossboneIsle_MoveSelectedActorAndBlock(), CrossboneIsle_RedrawHorizontalBlockRoute(), CrossboneIsle_RedrawVerticalBlockRoute(), CrossboneIsle_RestoreMovedRoomBlock(), CrossboneIsle_SpawnBlockMovedBurst(), CrossboneIslePillarRooms_DrawRaisedFootprint(), CrossboneIslePillarRooms_FreezePool(), CrossboneIslePillarRooms_InitializePillarPriority(), CrossboneIslePillarRooms_LowerActorToLedge(), CrossboneIslePillarRooms_PrepLoweredActor(), CrossboneIslePillarRooms_QueryFootprint(), CrossboneIslePillarRooms_RestoreFlaggedPillar(), CrossboneIslePillarRooms_RestoreGroundFootprint(), CrossboneIslePillarRooms_ShrinkPillar(), CrossboneIslePillarRooms_SortPillarActors(), CrossboneIslePillarRooms_SpawnUnusedLeaderParticle(), CrossboneIslePillarRooms_TryJumpAcrossPillar(), CrossboneIslePillarRooms_UpdateActorPriority(), CrossboneIslePillarRooms_UpdateFrozenPoolPriority(), CrossboneIslePillarRooms_UpdateLeaderPriority(), CrossboneIslePlatformRooms_CheckFifthPursuerTrigger(), CrossboneIslePlatformRooms_CheckFirstPursuerTrigger(), CrossboneIslePlatformRooms_CheckSecondPursuerTrigger(), CrossboneIslePlatformRooms_FaceBaneTowardLeader(), CrossboneIslePlatformRooms_FollowSecondBlock(), CrossboneIslePlatformRooms_InitializeScene2(), CrossboneIslePlatformRooms_InitializeScene3(), CrossboneIslePlatformRooms_PositionSecondBlockMapObject(), CrossboneIslePlatformRooms_RepaintFourthAndFifthBlockCells(), CrossboneIslePlatformRooms_RestoreEastUnderfootCell(), CrossboneIslePlatformRooms_RestoreFirstBlockTerrain(), CrossboneIslePlatformRooms_RestoreMiddleUnderfootCell(), CrossboneIslePlatformRooms_RestoreThirdBlockEastCell(), CrossboneIslePlatformRooms_RestoreThirdBlockWestCell(), CrossboneIslePlatformRooms_RestoreWestUnderfootCell(), CrossboneIslePlatformRooms_TrackPursuerColumn(), CrossboneIslePlatformRooms_UpdateBlockPriorities(), CrossboneIslePlatformRooms_UseBlueKey(), Djinn_RunBattleStartHop(), Djinn_RunJupiterJoinEffect(), Djinn_RunMarsJoinEffect(), EnterDoor(), Event_ApproachSuspects(), Event_AskWhetherIvanWentToLunpa(), Event_AudienceWithMcCoy(), Event_BaneFirstEscape(), Event_BaneKeepsAway(), Event_BaneLastEscape(), Event_BaneSecondEscape(), Event_BlockCenterTriggerCells(), Event_BlockLeftTriggerCell(), Event_BlockRightTriggerCell(), Event_BlowAwayBushA(), Event_BlowAwayBushB(), Event_CarryBlockAcrossGap(), Event_CarryBlockPastWall(), Event_CarryFloatingBlock(), Event_CenterStatueMoved(), Event_CheckAheadFacingNorth(), Event_CheckAheadFacingSouth(), Event_CheckCrateMoved(), Event_CloakFades(), Event_ConfrontSaturosAndMenardi(), Event_CrowdRecognizesIsaac(), Event_DemonstrateLevitation(), Event_DemonstratePsynergy(), Event_DepartForQuest(), Event_DiscussSuspiciousGuests(), Event_DodgeFifthPursuer(), Event_DodgeFirstPursuer(), Event_DodgeFourthPursuer(), Event_DodgeSecondPursuer(), Event_DodgeThirdPursuer(), Event_DoraWakesIsaac(), Event_DouseBeginsOnPillar(), Event_DousePipe(), Event_DouseStorm(), Event_DouseTravelMarker(), Event_EnterJail(), Event_EnterJail(), Event_EnterNortheastHouse(), Event_EnterNortheastHouse(), Event_EnterNorthHouse(), Event_EnterNorthHouse(), Event_EnterNyunpasHall(), Event_EnterSparklingPassage(), Event_EnterWaterfallGrotto(), Event_FallThroughFloor(), Event_FightTret(), Event_FinalsBegin(), Event_FlipWaterSwitch(), Event_ForceSidewalkBlock(), Event_ForceTree(), Event_FreezeDousePuddle(), Event_FreezeEastLowerTarget(), Event_FreezeEastTarget(), Event_FreezeEastUpperTarget(), Event_FreezeFarEastTarget(), Event_FreezeHiddenPuddle(), Event_FreezeInnerWestLowerTarget(), Event_FreezeOnScales(), Event_FreezePuddle(), Event_FreezePuddleA(), Event_FreezePuddleB(), Event_FreezeThirdPool(), Event_FreezeWestLowerTarget(), Event_FreezeWestTarget(), Event_FreezeWestUpperTarget(), Event_FrostBeginsOnThirdPool(), Event_FrostRaisesPillar(), Event_GaretAsksToProtectFamily(), Event_GaretComesHome(), Event_GaretJoinsIsaac(), Event_GaretMeetsHisSister(), Event_GatherAfterRiverRescue(), Event_GrowPlant11(), Event_GrowPlant12(), Event_GrowPlant13(), Event_GrowPlant14(), Event_GuardsArrestParty(), Event_HopDownLedge(), Event_HopDownStep(), Event_HopEast(), Event_HopEast(), Event_HopNorth(), Event_HopNorth(), Event_HopNorthUnlessAtCell30x52(), Event_HopSouth(), Event_HopSouth(), Event_HopSouthOrPushBlocks(), Event_HopWest(), Event_HopWest(), Event_HopWestUnlessAtCell32x50(), Event_HurryToThePlaza(), Event_InnerBlock1Moved(), Event_InnerBlock2Moved(), Event_InnerBlock3Moved(), Event_InnerBlock4Moved(), Event_InnerBlock5Moved(), Event_InnerBlock6Moved(), Event_IodemRejoins(), Event_IvanRejoins(), Event_JillGivesHardNut(), Event_JumpAcrossGap(), Event_JumpAcrossRoofGap(), Event_JumpGapWest(), Event_JumpOrPushRoom4Pillar(), Event_JumpToNextPillar(), Event_KiteKeepsAway(), Event_KnockDownObstacle(), Event_KradenFindsHall(), Event_KradenPlansSanctumVisit(), Event_KradenSeesLunaPictureChange(), Event_KradenSetsOff(), Event_KradenStopsPartyLeaving(), Event_LandOnPillar(), Event_LiftCarryBlock(), Event_LookAheadOrPushFirstBlock(), Event_McCoyRewardsParty(), Event_MeetFlint(), Event_MeetIvan(), Event_MeetSaturosAndMenardi(), Event_MendingTheRoof(), Event_MonkLetsPartyIntoGrotto(), Event_MoveBlock(), Event_MoveBlockOntoSwitch(), Event_MoveBlockTowardWall(), Event_MoveCarryBlock(), Event_MoveDepthBlock(), Event_MoveEastObjectIntoHole(), Event_MoveEastPillar(), Event_MoveEastPillar(), Event_MoveFirstObject(), Event_MoveGateBlock(), Event_MoveLadyStatue(), Event_MovePillar(), Event_MovePillarSwitchBlock(), Event_MoveSecondObject(), Event_MoveSinkingPillar(), Event_MoveStone(), Event_MoveStump(), Event_MoveStump(), Event_MoveSwitchBlock(), Event_MoveTree(), Event_MoveWestObjectIntoHole(), Event_MoveWestPillar(), Event_MoveWestPillar(), Event_NyunpaOffersTest(), Event_OpenDoorAndLeave(), Event_OpenFourthBlueDoor(), Event_OpenThirdBlueDoor(), Event_OuterLeftBlockMoved(), Event_OuterRightBlockMoved(), Event_OverhearKraden(), Event_PassNorthWallOpening(), Event_PassSouthWallOpening(), Event_PityIvan(), Event_PresentRewardChests(), Event_PsynergyStoneIsGone(), Event_PullJillFromRiver(), Event_PushActorAhead(), Event_PushBlock(), Event_PushBlock(), Event_PushCenterStatueNorth(), Event_PushFirstBlock(), Event_PushLeftBeamStatueNorth(), Event_PushLeftBeamStatueSouth(), Event_PushObject(), Event_PushObjectNorth(), Event_PushObjectOffLedge(), Event_PushObjectOverEdge(), Event_PushOrClimbDown(), Event_PushPipeworksBlock(), Event_PushRightBeamStatueNorth(), Event_PushRightBeamStatueSouth(), Event_PushStumpOver(), Event_PushTreeByHand(), Event_ReadCorneredSuspectsMinds(), Event_ReadDogMind(), Event_ReadMindAndWelcomeIsaacBack(), Event_ReadMindOnDodonpa(), Event_ReadMindOnIvan(), Event_ReadMindOnScaredGrownUps(), Event_ReadMindOnWealth(), Event_ReadMindOnWinter(), Event_ReconsiderQuest(), Event_RepeatMtAlephWarningAtEitherPause(), Event_RepeatMtAlephWarningFromFirstApproach(), Event_RepeatMtAlephWarningFromSecondApproach(), Event_RevealEnds(), Event_RevealStarts(), Event_RideLog(), Event_RideMovingSidewalk(), Event_RiseToElementalStarRoom(), Event_Rock11Falls(), Event_Rock12Falls(), Event_Rock14Falls(), Event_RollLogEastWest(), Event_RollLogNorthSouth(), Event_RollLongLog(), Event_RoofMended(), Event_SaveMovedRockColumns(), Event_SentToAidElders(), Event_SetBlockOnBalance(), Event_SetLeaderAsEffectTarget(), Event_SettleMovedObject(), Event_SettleRocks(), Event_SettleRocks(), Event_SetWeightOnScales(), Event_SinkPillarA(), Event_SinkPillarB(), Event_SlideBlock10North(), Event_SlideBlock10South(), Event_SlideBlock11East(), Event_SlideBlock11West(), Event_SlideBlock12East(), Event_SlideBlock12West(), Event_SlideBlock13East(), Event_SlideBlock13West(), Event_SlideBlock14East(), Event_SlideBlock14West(), Event_SlideBlock15East(), Event_SlideBlock15West(), Event_SlideBlock16East(), Event_SlideBlock16West(), Event_SlideBlock17North(), Event_SlideBlock17South(), Event_SlideBlock18North(), Event_SlideBlock18South(), Event_SlideBlock19East(), Event_SlideBlock19West(), Event_SlideBlock8North(), Event_SlideBlock8South(), Event_SlideBlock9North(), Event_SlideBlock9South(), Event_StartMovingSinkingPillar(), Event_StartRising(), Event_SteadyPillars(), Event_StepOffScales(), Event_StepOnEastWallSwitch(), Event_StepOnFloorSwitch(), Event_StepOnScales(), Event_StepOnWallSwitch(), Event_StepOnWestWallSwitch(), Event_StopRising(), Event_StormCarriesPartyAway(), Event_SuspectedLeaderDodges(), Event_SuspectedThiefDodges(), Event_TakeMarsStar(), Event_TalkAboutRescuingFelix(), Event_TalkOfHammetsCaravan(), Event_TalkToArmorMerchant(), Event_TalkToArmorMerchant(), Event_TalkToArmorMerchant(), Event_TalkToArmorShopkeeper(), Event_TalkToArmorShopkeeper(), Event_TalkToAzart(), Event_TalkToEastGuard(), Event_TalkToFreeClimbAttendant(), Event_TalkToHealer(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToItemMerchant(), Event_TalkToItemMerchant(), Event_TalkToItemMerchant(), Event_TalkToItemShopkeeper(), Event_TalkToItemShopkeeper(), Event_TalkToJumpingStudent(), Event_TalkToMiniMazeAttendant(), Event_TalkToMovingSidewalkAttendant(), Event_TalkToPipeworksAttendant(), Event_TalkToPriest(), Event_TalkToRockslideSurvivor(), Event_TalkToScalesAttendant(), Event_TalkToShopkeeper(), Event_TalkToTemplePriest(), Event_TalkToTravelingPriest(), Event_TalkToWallAttendant(), Event_TalkToWeaponMerchant(), Event_TalkToWeaponMerchant(), Event_TalkToWeaponMerchant(), Event_TalkToWeaponShopkeeper(), Event_TalkToWeaponShopkeeper(), Event_ThankForCapturingThieves(), Event_TouchThirdBlock(), Event_TravelersLeaveAfterBattle(), Event_UpdateFirstBlockTerrain(), Event_UpdateMovedRockCell(), Event_UpdateSecondBlockTerrain(), Event_UpdateThirdBlockTerrain(), Event_UseBlackOrb(), Event_UseLadder(), Event_UseRedKey(), Event_VillagerAsksForHelp(), Event_VisitSickDora(), Event_WarnAboutMtAleph(), Event_WarnAgainstSneakingUpMtAleph(), Event_WatchBoulderFall(), Event_WatchThePuppies(), Event_WishEldersWereBrave(), Event_WitnessCheersForgeCaught(), Event_WitnessRiverRescue(), FallIntoPit(), Field_ClimbDown(), Field_ClimbUp(), Field_TryJumpForward(), Field_UpdateObjectVisibilityBounds(), FieldFx_UpdateMindReadWave(), FieldScene_BuildDescriptorAndInstallTask(), FieldScene_FindActorRegion(), FieldScene_RedrawActorFootprint(), FieldScene_RunEntrySetup(), Fuchin_FollowLeaderWithLight(), Fuchin_PlacePlatformAtCell(), FuchinTemple_AnimateRevealLesson(), FuchinTemple_FaceLeader(), FuchinTemple_FehSeesChi(), FuchinTemple_FeizhiLeavesForHsu(), FuchinTemple_NyunpaTeachesKi(), FuchinTemple_RunHamasRevealLesson(), FuchinTemple_SpawnGrottoEntryParticle(), FuchinTemple_SpawnNyunpasParticles(), FuchinTemple_StudentExplainsChiRules(), FuchinTemple_StudentsSeeTreeFall(), FuchinTemple_StudentWalksAroundTree(), FuchinTemple_ToppleTreeEast(), FuchinTemple_ToppleTreeNorth(), FuchinTemple_ToppleTreeSouth(), FuchinTemple_ToppleTreeWest(), Garet_StepOnDeck(), GomaCaveEntrance_LeapStump(), GomaCavePillar_SettleEastPillar(), GomaCavePillar_SpawnFragment(), GomaCavePillar_SpawnStumpDust(), GomaCaveWaterway_LeapStump(), GondowanCave_RunSpinningLeap(), HammetPalace_HammetsHomecoming(), HammetPalace_SetUpEntrance(), HeatGauge_CountStep(), Houses_PlaceSheltering(), Houses_TalkToInnkeeper(), Imil_Initialize(), Imil_LeaveDjinnRoom(), Imil_LeaveNorth(), Imil_MeetMiaAtOldCouplesHouse(), Imil_MiaSaysFarewellToApprentices(), Imil_MoveSnowmanToChimney(), Imil_OpenDoorAndExit(), Imil_TalkToApprentice(), Imil_TalkToArmorMerchant(), Imil_TalkToInnkeeper(), Imil_TalkToItemMerchant(), Imil_TalkToOldMan(), Imil_TalkToWeaponMerchant(), Imil_UpdateMapLayerByLeaderPosition(), Imil_WalkTowardDjinni(), Ivan_StepOnDeck(), Kalay_AlternateGuidesPacing(), Kalay_AskAboutCaveAccess(), Kalay_DisableLeaderAutomaticPriority(), Kalay_EnableLeaderAutomaticPriority(), Kalay_EnterPalace(), Kalay_FreezeFrostTarget(), Kalay_OpenDoorAndExit(), Kalay_PrepareCave(), Kalay_PrepareTown(), Kalay_PrepareTunnel(), Kalay_PushTunnelBlock(), Kalay_StartTouristFidgeting(), Kalay_StartTrackingLeader(), Kalay_TalkToArmorMerchant(), Kalay_TalkToItemMerchant(), Kalay_TalkToWeaponMerchant(), Kalay_UpdateNutOrbit(), Kalay_UpdateTunnelPassages(), KalayInteriors_OpenDoorAndExit(), KalayInteriors_TalkToInnkeeper(), KalayInteriors_TalkToPriest(), KalayTolbiDocks_GaretSeesTheKaragol(), KalayTolbiDocks_PassengersConfrontTourGuide(), KalayTolbiDocks_PrepareTolbiDocks(), KalayTolbiDocks_RemindBoardShip(), KalayTolbiDocks_SettleBlock(), KalayTolbiDocks_UpdateBlockCells(), Kolima_AnimateSwitchOrExit(), Kolima_Initialize(), Kolima_SetProtectiveFieldHeight(), Kolima_ShowBridgeCollapse(), Kolima_TalkToHealer(), Kolima_WalkThroughExit(), Kolima_WitnessForestCurse(), KolimaForest_HopEast(), KolimaForestBend_Initialize(), KolimaForestBend_RollLog(), KolimaForestBridge_FlickerBarriers(), KolimaForestBridge_Initialize(), KolimaForestBridge_PushLog(), KolimaForestBridge_WitnessForestCurse(), KolimaForestRiver_Initialize(), KolimaForestRiver_PushLog(), KolimaForestTree_Initialize(), KolimaForestTree_RejectHermesWater(), KolimaInteriors_Initialize(), KolimaInteriors_TalkToArmorMerchant(), KolimaInteriors_TalkToInnkeeper(), KolimaInteriors_TalkToItemMerchant(), KolimaInteriors_TalkToWeaponMerchant(), LamaTemple_EnterHamasRoom(), LamaTemple_TalkToHealer(), Leader_FaceFeizhi(), Leader_FacesCounter(), Leader_GetSide(), Leader_StepOnDeck(), LemurianShip_SetupScene(), LiftBlock(), LinkLobby_PollPeerReady(), LinkLobby_ReportWinTallies(), Lunpa_KickUpLeaderDust(), Lunpa_UpdateIcePillarDrawOrder(), Lunpa_WatchForUncloakedParty(), LunpaFortress_CheckGuardDoorApproach(), LunpaFortress_CheckOuterDoorApproach(), LunpaFortress_IsGuardNearViewCenter(), LunpaFortress_IsLeaderInGuardHorizontalSight(), LunpaFortress_IsLeaderInGuardVerticalSight(), LunpaFortress_IsLeaderInOuterPatrolSafeZone(), LunpaFortress_IsLeaderInPatrolSafeZone(), LunpaFortress_IsLeaderNearGuard(), LunpaFortress_IsLeaderOutsideUpperHall(), LunpaFortress_IsLeaderPassingPatrollingGuard(), LunpaFortress_LowerColumn(), MeetSandMonster(), MercuryLighthouse_ArriveWithSparks(), MercuryLighthouse_EnterRisingPassage(), MercuryLighthouse_Initialize(), MercuryLighthouse_LeaveThroughPassage(), MercuryLighthouse_MiaJoinsAfterRescue(), MercuryLighthouse_MiaOpensEntranceWithPly(), MercuryLighthouse_MiaSensesSomeoneInside(), MercuryLighthouse_MoveStoneDoorBlocks(), MercuryLighthouse_OpenGateWithMovedBlock(), MercuryLighthouse_OpenMovedBlockCrossing(), MercuryLighthouse_OpenStairGateWithMovedBlock(), MercuryLighthouse_PressGateFloorSwitch(), MercuryLighthouse_PressStairFloorSwitch(), MercuryLighthouse_RaiseActorWithSparks(), MercuryLighthouse_SprayAboveStatue(), MercuryLighthouse_StartStatueSlide(), MercuryLighthouse_SyncBlockFlags(), MercuryLighthouse_WalkLeaderIn(), MercuryLighthouseAerie_AlexAppears(), MercuryLighthouseAerie_CallLift(), MercuryLighthouseAerie_ConfrontSaturos(), MercuryLighthouseAerie_FlickerBeacon(), MercuryLighthouseAerie_Initialize(), MercuryLighthouseAerie_JumpToPlatform(), MercuryLighthouseAerie_LowerLift(), MercuryLighthouseAerie_PartyArrives(), MercuryLighthouseAerie_RaiseLift(), MercuryLighthouseAerie_SaturosAndAlexWarpIn(), MercuryLighthouseAerie_SaturosAndAlexWarpOut(), MercuryLighthouseAerie_SettlePlatforms(), MercuryLighthouseAerie_StepOntoPlatform(), MercuryLighthouseEntrance_ActivateWithPly(), MercuryLighthouseEntrance_LizardManBlocksLeader(), MercuryLighthouseEntrance_LizardManBlocksMia(), MercuryLighthouseEntrance_MiaEntersLighthouse(), MercuryLighthouseEntrance_MiaWatchesLeader(), Mia_StepOnDeck(), MogallForest_ApeLeadsToKillerApe(), MogallForest_FirstArea_ApeAttacks(), MogallForest_FirstArea_EastApeShowsWay(), MogallForest_FirstArea_JumpNorth(), MogallForest_FirstArea_JumpSouth(), MogallForest_FirstArea_NorthApeShowsWay(), MogallForest_FirstArea_PushLog(), MogallForest_HopActorTo(), MogallForest_Initialize(), MogallForest_KillerApeAttacks(), MogallForest_SecondArea_EastApeShowsWay(), MogallForest_SecondArea_NorthApeShowsWay(), MogallForest_SecondArea_PushLog(), MogallForest_SecondArea_SouthApeShowsWay(), MogallForest_SecondArea_UpdateMovableObstacle(), MogallForest_SpawnPuffRing(), MogallForest_ThirdArea_ApeAttacks(), MogallForest_ThirdArea_CentralApeShowsWay(), MogallForest_ThirdArea_EastApeShowsWay(), MogallForest_ThirdArea_JumpWest(), MogallForest_ThirdArea_UpdateNorthObstacle(), MogallForest_ThirdArea_UpdateSouthObstacle(), MogallForest_ThirdArea_WestApeShowsWay(), MogallForest_TryJumpLeaderTo(), Motion_LaunchFromFocusedObject(), Object_GetById(), Object_LinkObjectAndSetCallback(), ObjectMotion_SetActionCallback(), ObjectVisual_CopyAttributes(), OverlayObject_ResetMotionFields(), Pillar_SortAgainstLeader(), ReceiveBlackOrb(), ReportToFaran(), Sanctum_FaceActorNamedByTimer(), Sanctum_HideHealerAfterimage(), Sanctum_IsLeaderFacingHealer(), Sanctum_MatchLeaderPriority(), Sanctum_ReceiveWiseOnesMission(), Sanctum_ReenactSolSanctum(), Sanctum_RequestQuestAcceptance(), Sanctum_ShowHealerAfterimage(), Sanctum_SpawnActorSpark(), Sanctum_SpawnOrbitingEffect(), Sanctum_UpdateHealerAfterimage(), Scene_FloatNut(), Scene_Initialize(), Scene_RunEntrySetup(), Scene_TalkToActor(), SceneActor_FindNearestSlotOfKindF2(), SceneActor_MoveAndRedraw(), SceneActor_PlacePairAtOffset(), SceneActor_ResetActorRun(), SceneActor_SetFlagBitByRelativeDepth(), SceneActor_SwapPositionsByDepth(), SceneEffect_SpawnNineRadialEffects(), SceneEffect_SpawnParticleEveryFourthFrame(), SetSail(), Ship_UpdateSwell(), SlideDownDune(), SolSanctum_StartFloatingLights(), SolSanctumElementalStarRoom_AlexTakesStars(), SolSanctumElementalStarRoom_AnimateAlexTeleport(), SolSanctumElementalStarRoom_DemandElementalStars(), SolSanctumElementalStarRoom_EnterStarRoom(), SolSanctumElementalStarRoom_Initialize(), SolSanctumElementalStarRoom_LineUpFollowers(), SolSanctumElementalStarRoom_UnmaskFelix(), SolSanctumEntrance_InspectInnerStatues(), SolSanctumEntrance_IntroduceSanctum(), SolSanctumEntrance_KradenSuspectsHiddenPassage(), SolSanctumEntrance_RestoreInteriorState(), SolSanctumEruption_PlaceBeforeStar(), SolSanctumEruption_PlayHostageScene(), SolSanctumEruption_RaiseAndShrinkActor(), SolSanctumEruption_SpawnEffectPair(), SolSanctumEruption_StepEmbers(), SolSanctumEruption_ThrowEruptionRing(), SolSanctumEruption_UpdateWiseOnePalette(), SolSanctumLunaSolRooms_IntroduceSolAndLunaRooms(), SolSanctumLunaSolRooms_ShowFloatingEye(), SolSanctumStatue_ExplainStatuePuzzle(), SolSanctumStatue_Initialize(), SolSanctumStatue_IsActorAtCell(), SolSanctumStatue_MoveUnusedNorthwestStatue(), SolSanctumStatue_OpenSeal(), SolSanctumStatue_PushStatue(), SolSanctumStatue_RunSealOpenedSequence(), StagedActor_AdvancePair(), StagedActor_RunStepEffect(), SuhallaDesert_CatchInStorm(), SuhallaDesert_ChaseLeader(), SuhallaDesert_RaiseStorm(), SuhallaDesert_SetUpFirstSceneStorms(), SuhallaDesert_SetUpSecondSceneStorms(), SuhallaDesert_UpdateCaptureTimer(), TalkToShopkeeper32(), Title_Run(), Tolbi_ApplyEntryState(), Tolbi_CopyLeaderPriority(), Tolbi_EnterDoor(), Tolbi_FreezePuddle(), Tolbi_GrowSprout(), Tolbi_KidStopForTarget(), Tolbi_MeetSearchingSoldiers(), Tolbi_TalkToOlderBrother(), Tolbi_TalkToYoungerSibling(), Tolbi_UpdateKid(), TolbiInteriors_ApplyEntryState(), TolbiInteriors_EnterDoor(), TolbiInteriors_TalkToArmorShopkeeper(), TolbiInteriors_TalkToItemShopkeeper(), TolbiInteriors_TalkToPriest(), TolbiInteriors_TalkToWeaponShopkeeper(), TolbiShipDeck_ApplyEntryState(), TolbiShipDeck_CatchCrewmanFromEast(), TolbiShipDeck_CatchCrewmanFromWest(), TolbiShipDeck_DepartFromKalay(), TolbiShipDeck_DepartWithParty(), TolbiShipDeck_JumpIntoKrakenBattle(), TolbiShipDeck_LeapAtOuranos(), TolbiShipDeck_LeapAtSean(), TolbiShipDeck_MonsterLandsOnDeck(), TolbiShipDeck_MonstersAttackCrew(), TolbiShipDeck_MonstersBoard(), TolbiShipDeck_OfferToScoutIsland(), TolbiShipDeck_PlaceLeaderOnDeck(), TolbiShipDeck_PlacePassengersAgreedToRow(), TolbiShipDeck_PlaceWaitingPassengers(), TolbiShipDeck_RestOars(), TolbiShipDeck_RowersDisembark(), TolbiShipDeck_SetUpAfterKraken(), TolbiShipDeck_SetUpAtAnchor(), TolbiShipDeck_SetUpOars(), TolbiShipDeck_SetUpUnderSail(), TolbiShipDeck_ShowOar(), TolbiShipDeck_SightLand(), TolbiShipDeck_SightSeaMonsters(), TolbiShipDeck_SwingOar(), TolbiShipDeck_TalkToWaitingPassenger21(), TolbiShipDeck_TalkToWaitingPassenger24(), TolbiShipDeck_ThankForKraken(), TolbiShipDeck_WatchCrewDecideToSail(), TolbiShipInteriors_AskForReplacementOarsmen(), TolbiShipInteriors_AskPassenger12ToRow(), TolbiShipInteriors_AskPassenger9ToRow(), TolbiShipInteriors_AskToRow(), TolbiShipInteriors_InstallRowingDeckActors(), TolbiShipInteriors_IntroduceReplacementOarsman(), TolbiShipInteriors_IsSpotFree(), TolbiShipInteriors_NoticeShipRocking(), TolbiShipInteriors_PaceCabin(), TolbiShipInteriors_PlaceActor(), TolbiShipInteriors_ReachIsland(), TolbiShipInteriors_RejoinParty(), TolbiShipInteriors_ReportMonstersBelowdecks(), TolbiShipInteriors_ReturnLuckyAnchor(), TolbiShipInteriors_RunSceneCommand(), TolbiShipInteriors_SetSeatActorCollision(), TolbiShipInteriors_SetUpCabin(), TolbiShipInteriors_StepBesideLeader(), TolbiShipInteriors_TalkToPriest(), TolbiShipInteriors_WatchPacer(), TolbiShipInteriors_WatchWarriorsStormOff(), TolbiShipMast_AnnounceLand(), TolbiShipMast_Initialize(), TolbiShipMast_InitializeDriftingActor(), TolbiShipMast_RunAvastScene(), TolbiShipMast_RunLandingSequence(), TolbiShipMast_SetupVisibleLeaderLookout(), TolbiShipMast_ShowMonsters(), TolbiSpring_Initialize(), TolbiSpring_InitializeTossSimulation(), TolbiSpring_RunToss(), TolbiSpring_SetActorAppearance(), TolbiSpring_SetSpriteStorageKind(), TolbiSpring_UpdateTossSimulation(), TretTreeBranch_ShiftLeaderAndCameraByCells(), TretTreeInteriors_EnterRoom(), TretTreeInteriors_PlayPostBattleConversation(), TretTreeInteriors_RunLandingDustScene(), TretTreeInteriors_StepOnCrackedFloor(), TunnelRuins_DropBlockOnStack(), TunnelRuins_HopLeaderTo(), TunnelRuins_Initialize(), TunnelRuins_MarkPushPillarCells(), TunnelRuins_PuddleFollowsPillar(), TunnelRuins_RideBlockBelow(), TunnelRuins_SettleBalance(), TunnelRuins_UpdateBlockCells(), TunnelRuins_UpdateFirstPillarCells(), TunnelRuins_UpdateSecondPillarCells(), TunnelRuins_UpdateTrackedActor(), Vale_AdjustVillagerPriorityForLeaderHeight(), Vale_AskAboutSneakingToAleph(), Vale_CycleActor25Palette(), Vale_CycleFirstBoardPalette(), Vale_CycleSecondBoardPalette(), Vale_CycleVillagerNinePalette(), Vale_HaveJennaStopTheAlephDetour(), Vale_HaveVillagerWatchTheLeader(), Vale_Initialize(), Vale_MoveActorAlongHigherZPath(), Vale_MoveActorAlongLowerZPath(), Vale_SynchronizeAlephVillagerPause(), Vale_UpdateGaretPaletteAndEffects(), Vale_UpdateLeaderPaletteAndEffects(), ValeBabi_CyclePaletteWithoutParticles(), ValeBabi_CyclePaletteWithParticles(), ValeBabi_Initialize(), ValeCave_ApplyEntryState(), ValeCave_CenterActorOnCell(), ValeCave_FaceActorTowardLeader(), ValeCave_SinkObjectWithParticles(), ValeHome_FightTravelers(), ValeHome_Initialize(), ValeHome_RejoinParty(), ValeHome_UpdateActor15Psynergy(), ValeHome_UpdateActor17Psynergy(), ValeHome_UpdateActor20Psynergy(), ValeInteriors_Initialize(), ValeInteriors_SpawnDriftingSprite(), ValeKraden_Initialize(), ValeKraden_WalkTowardLeader(), ValeStorm_CopyLeaderSpritePriority(), ValeStorm_CycleBoulderPalette(), ValeStorm_FlashBoulderSceneAnimationEntries(), ValeStorm_FlickerGlowOffset(), ValeStorm_GaretCommentsOnBlockedPath(), ValeStorm_Initialize(), ValeStorm_RunCallOutSequence(), ValeStorm_ShowBoulderSweepingDownriver(), ValeStorm_UpdateBoulderSceneEffects(), ValeStorm_UpdatePulsingGlow(), Vault_JumpActorToAndWait(), Vault_OpenDoorwayAndEnter(), Vault_ShowThought(), Vault_SpawnDriftingEffect(), Vault_UpdateBoneProximityFlag(), Vault_UpdateRoofComplainerProximity(), Vault_UpdateWalkingVillager(), VaultCave_IsNorthernBlockOnSwitch(), VaultCave_IsSouthernBlockOnSwitch(), VaultCave_PushBlockAhead(), VaultCave_ResetFallingObjectAtActorCell(), VaultCave_StartFrostControlledFalls(), VaultCave_StartTimedFalls(), VaultCave_UpdateFrostControlledFallingObjects(), VaultCave_UpdateFrostTargetPriorities(), VaultCave_UpdateTimedFallingObjects(), VaultCave_UseAutomaticFrostPriorities(), VaultCave_UseUnderfootFrostPriorities(), VaultInteriors_AdvanceSuspectRoute(), VaultInteriors_DefeatThieves(), VaultInteriors_DiscussMindReading(), VaultInteriors_FaceSuspectsTowardLeader(), VaultInteriors_IvanJoinsRodSearch(), VaultInteriors_LoseToThieves(), VaultInteriors_ResetSuspectRoutes(), VaultInteriors_ReturnStolenGoods(), VaultInteriors_SetPartyImagePriority(), VaultRevisit_JumpActorToAndWait(), VenusLighthouse_AnimateEastTileWave(), VenusLighthouse_AnimatePairedTileWaves(), VenusLighthouse_AnimateWestTileWave(), VenusLighthouse_FollowSupportingBlockHeight(), VenusLighthouse_LowerFloatingBlocks(), VenusLighthouse_PrepareStandingActor(), VenusLighthouse_PushAdjacentBlock(), VenusLighthouse_RaiseLeaderWithSpray(), VenusLighthouse_StackFloatingBlock(), VenusLighthouse_StepActorWithDust(), VenusLighthouse_VisitPillarActors(), VenusLighthouseAerie_EnterAndConfrontAntagonists(), VenusLighthouseAerie_EruptBeacon(), VenusLighthouseAerie_Initialize(), VenusLighthouseAerie_PlayShebasFall(), VenusLighthouseAerie_StageShebasFall(), VenusLighthouseAerie_UpdateBeamActors(), VenusLighthouseAerie_UpdateRisingOrbit(), VenusLighthouseAerie_UpdateShebaPalette(), VenusLighthouseAerie_UpdateUpperOrbit(), Village_ApplyWaterLevel(), Village_CheckBlockMoved(), Village_EnterDoor(), Village_TalkToThirstyVillager(), Village_WalkThroughDoorway(), WorldMap_BoardBunzasWagon(), WorldMap_CompleteTransfer(), WorldMap_DepartWithTravelers(), WorldMap_DisembarkCarriage(), WorldMap_Initialize(), WorldMap_PlayLighthouseTransition(), WorldMap_RunBlackOrbScene(), WorldMap_RunOpeningRise(), WorldMap_SelectExitByX(), WorldMap_SelectExitByZ(), WorldMap_ShowEndingScene(), WorldMap_SpawnActorEightPuff(), WorldMap_StartAirborneTravel(), WorldMap_StartTransitionEffect(), WorldMap_TransferToExit102(), WorldMap_TransferToExit103(), WorldMap_TransferToExit104(), WorldMap_TransferToExit106(), WorldMap_TransferToTolbiShipInteriors(), WorldMap_UpdateAirborneTravelTimer(), WorldMap_UpdateLocationContacts(), WorldMap_UpdateTransferredActorLanding(), Xian_FreezeSpilledWater(), Xian_Initialize(), Xian_JumpOverSpilledWater(), Xian_MoveAsideForWaterCarrier(), Xian_RotateTrainingTree(), Xian_SpawnTrainingParticles(), Xian_StrikeTrainingTreeWithForce(), Xian_TalkToKungFuStudent(), Xian_TalkToWaterCarrier(), Xian_UpdateFrozenPuddleLayer(), Xian_UpdatePuddlePriority(), Xian_WalkThroughExit(), Xian_WatchWaterCarrierPath(), and XianInteriors_GetLeaderFacing().

◆ ObjectMotion_SetSpeedParameters()

void ObjectMotion_SetSpeedParameters ( u32 objectId,
s32 speedLimit,
s32 acceleration )

The event command "set actor speed": its top speed and acceleration, 16.16 pixels per frame.

Writes the actor's speedLimit and acceleration. Scene scripts reach it as Engine_ActorSetSpeed (OBJ_SPEED, Actor_SetSpeed).

Definition at line 21 of file actor_commands.c.

Referenced by Motion_LaunchFromFocusedObject(), and ObjectMotion_SetSpeedParameters().

◆ ObjectMotion_EnableActionAndSetCallback()

void ObjectMotion_EnableActionAndSetCallback ( u32 objectId,
s32 action )

Gives an actor an action script (ObjectMotion_SetActionCallback) and lets it run: sets bit 0 of its actionFlags.

Scene scripts reach it as Engine_ActorEnableActionCallback (Actor_SetActionScript and Actor_SetBuiltinAction).

Definition at line 35 of file actor_commands.c.

Referenced by ObjectMotion_EnableActionAndSetCallback().

◆ ObjectMotion_EnableActionAndResetMotion()

void ObjectMotion_EnableActionAndResetMotion ( u32 objectId)

The event command "stop actor": stops its action and puts it back under event control (dispatch script 6), setting bit 0 of its actionFlags.

Scene scripts reach it as Engine_ActorStop (Actor_Stop), about 22 of them.

Definition at line 49 of file actor_commands.c.

Referenced by AltinPeak_ShowSecondBeastRoute(), and ObjectMotion_EnableActionAndResetMotion().

◆ Object_LinkObjectAndSetCallback()

void Object_LinkObjectAndSetCallback ( u32 objectId,
u32 linkedObjectId )

Makes an actor follow another (the linked action script): writes its linkedObject.

Called by the Colosso log scene script, and by Altmiller Cave's as Engine_ActorFollow.

Definition at line 63 of file actor_commands.c.

Referenced by BabiPalace_MeetBabiAfterColosso(), Colosso_OfferCheeringSpot(), ColossoLog_Initialize(), ColossoLog_PlayPostBattleReunion(), ColossoRiver_Initialize(), ColossoWall_Initialize(), Event_DepartForQuest(), and Object_LinkObjectAndSetCallback().

◆ Object_RefreshSelectorById()

void Object_RefreshSelectorById ( u32 objectId)

Waits, at most 300 frames, for an actor's script to reach its end (command 0x10).

Called by Motion_SetVarCbAndRefresh, the climbing events and about 28 scene scripts.

Definition at line 77 of file actor_commands.c.

Referenced by AlpineCrossing_FeizhiArrives(), AltmillerCave_RestoreBabiAndInviteParty(), BabiPalace_RestInPalaceBeds(), Event_ApproachSuspects(), Event_DepartForQuest(), Event_DoraWakesIsaac(), Event_FreeRooferAndConfrontThieves(), Event_HurryToThePlaza(), Event_JumpDown(), Event_McCoyRewardsParty(), Event_MoveGateBlock(), Event_ReachArena(), Event_ReachArena(), Event_ReachArena(), Event_ReturnFromMtAleph(), Event_SentToAidElders(), Event_SuspectedLeaderDodges(), Event_SuspectedThiefDodges(), Event_TalkToStartledResident(), Event_WarnAgainstSneakingUpMtAleph(), Event_WatchBoulderFall(), Field_ClimbDown(), Imil_MeetMiaAtOldCouplesHouse(), Kalay_WatchTourGroupDeparture(), Kolima_WitnessForestCurse(), KolimaForestBridge_WitnessForestCurse(), KolimaForestTree_RestoreTret(), MercuryLighthouse_MoveStoneDoorBlocks(), Motion_SetVarCbAndRefresh(), Object_RefreshSelectorById(), Sanctum_ReenactSolSanctum(), SetSail(), TolbiShipDeck_MonstersBoard(), TolbiShipDeck_RowersDisembark(), TolbiShipInteriors_WatchWarriorsStormOff(), Vale_AskAboutSneakingToAleph(), ValeStorm_RunRiverSearch(), ValeStorm_ShowBoulderSweepingDownriver(), VaultInteriors_ResetSuspectRoutes(), VaultInteriors_ReturnStolenGoods(), VenusLighthouseAerie_PlayShebasFall(), WorldMap_DepartWithTravelers(), Xian_StrikeTrainingTreeWithForce(), and Xian_TalkToKungFuStudent().

◆ Object_SetActionCallbackAndRefreshById()

void Object_SetActionCallbackAndRefreshById ( u32 objectId,
s32 action )

Starts a built-in action or supplied script, then waits up to 300 frames for its script to end.

Accepts a built-in action number or script address; waits up to 300 frames.

Scene script calls use Actor_RunActionScriptAndWait.

Starts a built-in action or supplied script, then waits up to 300 frames for its script to end.

Definition at line 86 of file actor_commands.c.

Referenced by Actor_RunActionScriptAndWait(), and Object_SetActionCallbackAndRefreshById().

◆ ObjectMotion_ResetAndSetPosition()

void ObjectMotion_ResetAndSetPosition ( u32 objectId,
s32 x,
s32 z )

The event command "set actor destination": the actor heads for (x, z), in pixels, keeping its current animation.

Clears its movementState. Scene scripts reach it as Engine_ActorSetDestination (Actor_SetDestination).

Definition at line 101 of file actor_commands.c.

Referenced by ObjectMotion_ResetAndSetPosition().

◆ ObjectMotion_SetPositionAndCommit()

void ObjectMotion_SetPositionAndCommit ( u32 objectId,
s32 x,
s32 z )

The event command "move actor and wait": as ObjectMotion_ResetAndSetPosition, then waits (at most 600 frames) for the actor to arrive.

Scene scripts reach it as Engine_ActorMoveToAndWait (Actor_MoveToAndWait); the climbing events call it too.

Definition at line 115 of file actor_commands.c.

Referenced by Field_ClimbDown(), Field_ClimbUp(), Field_TryJumpForward(), and ObjectMotion_SetPositionAndCommit().

◆ ObjectMotion_ResetAndSetPositionInMode2()

void ObjectMotion_ResetAndSetPositionInMode2 ( u32 objectId,
s32 x,
s32 z )

The event command "walk actor to": the actor walks (animation 2) toward (x, z), in pixels.

Scene scripts reach it as Engine_ActorWalkTo (OBJ_WALK, Actor_WalkTo); the link lobby calls it too.

Definition at line 129 of file actor_commands.c.

Referenced by ObjectMotion_ResetAndSetPositionInMode2().

◆ ObjectMotion_SetPositionAndReset()

void ObjectMotion_SetPositionAndReset ( u32 objectId,
s32 x,
s32 z )

The event command "walk actor to and wait": walks the actor to (x, z), in pixels, waits for it to arrive and stands it still (animation 1).

Scene scripts reach it as Engine_ActorWalkToAndWait (Actor_WalkToAndWait).

Definition at line 143 of file actor_commands.c.

Referenced by ObjectMotion_SetPositionAndReset().

◆ ObjectMotion_CenterOnColumn()

void ObjectMotion_CenterOnColumn ( u32 objectId,
s32 priority,
s32 zOffset )

The event command "center actor and walk": walks the actor sideways to the middle of its 16-pixel column, sets its sprite priority to priority (ObjectMotion_SetActionVariant), then sends it zOffset pixels along z.

Kalay's interiors reach it as Engine_ActorCenterAndWalk.

Definition at line 160 of file actor_commands.c.

Referenced by FieldObjectMotion_CenterOnColumn(), and ObjectMotion_CenterOnColumn().

◆ ObjectMotion_OffsetPositionAndResetMotion()

void ObjectMotion_OffsetPositionAndResetMotion ( u32 objectId,
s32 xOffset,
s32 zOffset )

The event command "set actor destination offset": the actor heads (xOffset, zOffset) pixels from where it stands.

Scene scripts reach it as Engine_ActorSetDestinationOffset (Actor_SetDestinationOffset); Motion_LaunchFromFocusedObject calls it too.

Definition at line 194 of file actor_commands.c.

Referenced by Motion_LaunchFromFocusedObject(), and ObjectMotion_OffsetPositionAndResetMotion().

◆ ObjectMotion_OffsetPositionAndReset()

void ObjectMotion_OffsetPositionAndReset ( u32 objectId,
s32 xOffset,
s32 zOffset )

Walks the actor (animation 2) (xOffset, zOffset) pixels from where it stands.

Scene scripts reach it as Engine_ActorWalkBy (Actor_WalkBy); ObjectMotion_CommitPositionAndActivate calls it too.

Definition at line 209 of file actor_commands.c.

Referenced by ObjectMotion_CommitPositionAndActivate(), and ObjectMotion_OffsetPositionAndReset().

◆ ObjectMotion_CommitPositionAndActivate()

void ObjectMotion_CommitPositionAndActivate ( u32 objectId,
s32 xOffset,
s32 zOffset )

Walks the actor (xOffset, zOffset) pixels, waits for it to arrive and stands it still.

Scene scripts reach it as Engine_ActorWalkByAndWait (Actor_WalkByAndWait); the Lemurian ship calls it by name.

Definition at line 225 of file actor_commands.c.

Referenced by FieldObjectMotion_CommitPositionAndActivate(), ObjectMotion_CommitPositionAndActivate(), and SetSail().

◆ Motion_LaunchFromFocusedObject()

void Motion_LaunchFromFocusedObject ( u32 objectId,
s32 xOffset,
s32 zOffset,
s32 action )

Places an actor on the leader and sends it walking (xOffset, zOffset) pixels away at speed 0.6 and acceleration 0.3, through the launch script; the actor then takes action action.

Called by the Lemurian ship, Babi Lighthouse and Lalivero scene scripts.

Definition at line 240 of file actor_commands.c.

Referenced by BabiLighthouse_ExplainTruthDoor(), FieldMotion_LaunchFromFocusedObject(), Motion_LaunchFromFocusedObject(), ReceiveBlackOrb(), and SetSail().

◆ ObjectMotion_CommitCurrentPositionAndActivate()

void ObjectMotion_CommitCurrentPositionAndActivate ( u32 objectId)

The event command "wait for actor": waits (at most 600 frames) for the actor to arrive and stands it still.

Scene scripts reach it as Engine_ActorWaitForMove (Actor_WaitForMove); the link lobby and the climbing events call it too.

Definition at line 265 of file actor_commands.c.

Referenced by Field_ClimbDown(), Field_ClimbUp(), and ObjectMotion_CommitCurrentPositionAndActivate().

◆ ObjectMotion_SetHorizontalPositionWithTerrain()

void ObjectMotion_SetHorizontalPositionWithTerrain ( u32 objectId,
s32 x,
s32 z )

The event command "set actor position": puts the actor at (x, z), 16.16 pixels, at rest.

An actor that follows the ground (flag 1) keeps its height above the terrain at the new place. Clears its velocity and targets. Scene scripts reach it as Engine_ActorSetPosition (OBJ_POS_SET, Actor_SetPosition); Motion_LaunchFromFocusedObject calls it too.

Definition at line 279 of file actor_commands.c.

Referenced by Motion_LaunchFromFocusedObject(), and ObjectMotion_SetHorizontalPositionWithTerrain().

◆ ObjectMotion_SetPositionWithTerrain()

void ObjectMotion_SetPositionWithTerrain ( u32 objectId,
s32 x,
s32 y,
s32 z )

Puts the actor at (x, y, z), 16.16 pixels, at rest; an actor that follows the ground (flag 1) is raised by the terrain height there.

Nothing in ☀️ calls it.

Definition at line 319 of file actor_commands.c.

Referenced by ObjectMotion_SetPositionWithTerrain().

◆ Object_SetModeById()

void Object_SetModeById ( u32 objectId,
s32 animation )

The event command "set actor animation" (1 stands, 2 walks, 3 nods, 4 shakes the head and so on).

Scene scripts reach it as Engine_ActorSetAnimation (OBJ_MODE, Actor_SetAnimation); Event_AskYesNoWithActorAnimation and Motion_SetModeAndWaitAnimation call it too.

Definition at line 355 of file actor_commands.c.

Referenced by Event_AskYesNoWithActorAnimation(), Motion_SetModeAndWaitAnimation(), and Object_SetModeById().

◆ Object_SetActionById()

void Object_SetActionById ( u32 objectId,
s32 steps )

Sets the animation timer steps of each of an actor's sprites (AnimationObjects_SetActiveTimerSteps).

Called by the Tolbi ship and Lamakan Desert scene scripts.

Definition at line 365 of file actor_commands.c.

Referenced by ColosseumEntrance_InitializeContestants(), Event_FallThroughFloor(), FallIntoPit(), Object_SetActionById(), TolbiShipInteriors_PoseSceneActor(), and TolbiShipInteriors_RunSceneCommand().

◆ ObjectMotion_WaitForAnimationChange()

void ObjectMotion_WaitForAnimationChange ( u32 objectId)

Waits, at most 90 frames, for an actor's animation to change.

Only an actor drawn as an animation object (animationKind 1) is waited for. Called by Motion_SetModeAndWaitAnimation, a few scene scripts and the debug level screen.

Definition at line 376 of file actor_commands.c.

Referenced by Event_FreezeThirdPool(), Event_HopDownStep(), Motion_SetModeAndWaitAnimation(), ObjectMotion_WaitForAnimationChange(), Sanctum_RequestQuestAcceptance(), TolbiShipInteriors_RunSceneCommand(), VaultInteriors_PlayAnimationAndWait(), and VenusLighthouseAerie_EnterAndConfrontAntagonists().

◆ Motion_SetModeAndWaitAnimation()

void Motion_SetModeAndWaitAnimation ( u32 objectId,
s32 animation )

The event command "set actor animation and wait": plays the animation and waits for it to end.

Scene scripts reach it as Engine_ActorSetAnimationAndWait (Actor_SetAnimationAndWait).

Definition at line 401 of file actor_commands.c.

Referenced by Motion_SetModeAndWaitAnimation().

◆ ObjectMotion_NoOp()

void ObjectMotion_NoOp ( void )

An empty function, reached only through an unnamed veneer in the object bank's far-call table; nothing in ☀️ names it.

Definition at line 408 of file actor_commands.c.

Referenced by ObjectMotion_NoOp().

◆ ObjectMotion_Launch()

void ObjectMotion_Launch ( u32 objectId,
s32 speed,
s32 frames )

The event command "actor jump": throws the actor upward at speed pixels per frame with a jump sound (a higher one above 5), then waits frames frames.

Sets bit 1 of the actor's motion flags and its velocityY. Scene scripts reach it as Engine_ActorJump (Actor_Jump), about 40 of them; the scenes of Djinn joining the party (djinni.c and the four element parts) call it too.

Definition at line 416 of file actor_commands.c.

Referenced by BattleFx_RunMercuryDjinnCapture(), BattleFx_RunVenusDjinnCapture(), Djinn_RunBattleStartHop(), Djinn_RunJupiterJoinEffect(), Event_DepartForQuest(), and ObjectMotion_Launch().

◆ ObjectMotion_SetVariantCallback()

void ObjectMotion_SetVariantCallback ( u32 objectId,
s32 count )

The event command "start repeated motion": the actor squashes and springs back count times (1 to 3), through gObjectMotion_VariantScripts.

Scene scripts reach it as Engine_ActorStartRepeatedMotion (Actor_StartRepeatedMotion).

Definition at line 442 of file actor_commands.c.

Referenced by Motion_SetVarCbAndRefresh(), and ObjectMotion_SetVariantCallback().

◆ Motion_SetVarCbAndRefresh()

void Motion_SetVarCbAndRefresh ( u32 objectId,
s32 count )

The event command "run repeated motion": as ObjectMotion_SetVariantCallback, then waits for it to end.

Scene scripts reach it as Engine_ActorRunRepeatedMotion (Actor_RunRepeatedMotion); the scenes of Djinn joining the party call it too.

Definition at line 461 of file actor_commands.c.

Referenced by BattleFx_RunMercuryDjinnCapture(), Djinn_RunBattleStartHop(), Djinn_RunJupiterJoinEffect(), Djinn_RunMarsJoinEffect(), and Motion_SetVarCbAndRefresh().

◆ FieldFx_UpdateParticleLinearMotion()

void FieldFx_UpdateParticleLinearMotion ( union FieldObject * fieldObject)

Moves a dust puff of FieldFx_SpawnBurstParticle: it drifts with its x and z velocity (kept in speed and acceleration), which drag slows by 1/18 and 1/16 each frame, and rises 1/64 pixel a frame.

Runs each frame as the puff's update hook.

Definition at line 470 of file actor_commands.c.

Referenced by FieldFx_SpawnBurstParticle(), and FieldFx_UpdateParticleLinearMotion().

◆ FieldFx_SpawnBurstParticle()

void FieldFx_SpawnBurstParticle ( struct FieldActor * source,
s32 param )

Kicks up a dust puff (object 222) where source stands: it flies off toward the back at 0.5 to 1.4 pixels a frame and sideways at up to 1.4, with one of two animations.

A nonzero param is given to its sprite parts (ObjectGroup_SetChildValue). Only Actor_JumpDownLedge calls it.

Definition at line 502 of file actor_commands.c.

Referenced by Actor_JumpDownLedge(), and FieldFx_SpawnBurstParticle().

◆ Actor_JumpDownLedge()

void Actor_JumpDownLedge ( s32 actor,
s32 pose,
s32 param )

Makes an actor jump down off a ledge in front of it (the field runs it for the leader when the player presses down at a ledge): it shows pose for 10 frames, hops, spins round while sinking 28 pixels with a dust puff every other frame (none when param is -1), then jumps 16 pixels forward and lands.

The landing plays the queued sound (BattleFx_PlayQueuedSound). Called by Field_RunPushTileEvent for a ledge (collision code 0xfc) with pose 6 and param 0.

Definition at line 549 of file actor_commands.c.

Referenced by Actor_JumpDownLedge(), Field_RunPushTileEvent(), and FieldBattleFx_RunRisingObjectSequence().

◆ ObjectMotion_SetAngleToward()

void ObjectMotion_SetAngleToward ( s32 firstId,
s32 secondId,
s32 wait )

The event command "actor face actor": turns the first actor at once to face the second, then waits wait frames.

Writes the first actor's angle. Scene scripts reach it as Engine_ActorFaceActor (OBJ_FACE, Actor_FaceActor); the link lobby calls it too.

Definition at line 609 of file actor_commands.c.

Referenced by ObjectMotion_SetAngleToward().

◆ Object_LinkPair()

void Object_LinkPair ( s32 firstId,
s32 secondId,
s32 wait )

The event command "actors face each other": turns two actors toward each other, then waits wait frames.

Scene scripts reach it as Engine_ActorFaceEachOther (Actor_FaceEachOther); Scene_TalkToActor turns the leader and the actor spoken to with it.

Definition at line 625 of file actor_commands.c.

Referenced by Event_RiseToElementalStarRoom(), Object_LinkPair(), and Scene_TalkToActor().

◆ FacingObject_TurnPairToFaceEachOther()

void FacingObject_TurnPairToFaceEachOther ( struct FacingObject * firstObject,
struct FacingObject * secondObject )

Turns two actors to face each other, at most 1/16 turn a frame each, until both do (at most 60 frames).

Only Object_LinkPair calls it.

Definition at line 637 of file actor_commands.c.

Referenced by FacingObject_TurnPairToFaceEachOther(), and Object_LinkPair().

◆ STATIC_ASSERT()

STATIC_ASSERT ( offsetof(struct ObjectSlotTable, slots) = =0x14)

◆ ObjectTable_DestroyById()

void ObjectTable_DestroyById ( s32 index)

The event command "destroy actor": releases the actor and frees its slot, writing NULL to its place in the field work's actor table.

Scene scripts reach it as Engine_ActorDestroy (about 14 of them).

Definition at line 696 of file actor_commands.c.

Referenced by ObjectTable_DestroyById().

◆ ObjectTable_DestroyNoOp()

UNUSED void ObjectTable_DestroyNoOp ( void )

Definition at line 717 of file actor_commands.c.

Referenced by ObjectTable_DestroyNoOp().

◆ ObjectGroup_ConfigureChildValue()

void ObjectGroup_ConfigureChildValue ( s32 objectId,
s32 param )

The event command "set actor sprite param": gives every sprite part of the actor param (ObjectGroup_SetChildValue).

With bit 0x100 set the actor blinks instead (ObjectGroup_ApplyIndexedChildValue, every frame); any other param also ends a blink, clearing the actor's hook. Scene scripts reach it as Engine_ActorSetChildValue (Actor_SetChildValue).

Definition at line 724 of file actor_commands.c.

Referenced by ObjectGroup_ConfigureChildValue().

◆ ObjectGroup_ApplyIndexedChildValue()

void ObjectGroup_ApplyIndexedChildValue ( union FieldObject * fieldObject)

Per-frame hook of a blinking actor: sets its sprite parts' param from gObjectGroup_BlinkChildValues (7 for two frames out of eight, otherwise 0).

ObjectGroup_ConfigureChildValue installs it.

Definition at line 744 of file actor_commands.c.

Referenced by ObjectGroup_ApplyIndexedChildValue(), and ObjectGroup_ConfigureChildValue().

◆ ObjectGroup_SetChildValue()

void ObjectGroup_SetChildValue ( struct FieldActor * actor,
s32 param )

Sets the param byte of every animated part of an actor's sprite.

Scenes set 0 or 15, and alternate the two to make an actor flash. Marks the sprite dirty. Called by ObjectGroup_ConfigureChildValue, FieldFx_SpawnBurstParticle and about 40 scene script sites.

Definition at line 775 of file actor_commands.c.

Referenced by AltinPeak_DriftSpray(), AltinPeak_InitSpray(), AltinPeak_SparkleIce(), CrossboneIslePillarRooms_SetChildValueFromTimer(), FieldFx_SpawnBurstParticle(), Fuchin_CreateForegroundActor(), Fuchin_SetDustPalette(), FuchinTemple_AlternateLessonChildEffect(), GomaCavePillar_FinishFragment(), GomaCavePillar_SpawnFragment(), Imil_InitializeRisingEffect(), Imil_SwayAndSpark(), ImilFuchinFalls_SpawnDust(), Kalay_SpawnTunnelParticle(), Kolima_FlickerCurseDust(), Kolima_UpdateTimedAppearance(), KolimaForestBridge_TwinkleGroundSparkle(), MercuryLighthouseAerie_FlickerBeacon(), MogallForest_CopyTimerToChild(), ObjectGroup_ConfigureChildValue(), ObjectGroup_SetChildValue(), OverlayObject_CreateConfiguredObject(), OverlayObject_PrepareObject(), SolSanctumEruption_StepEmbers(), Spray_Drift(), Spray_Initialize(), TolbiShipInteriors_LayFlat(), VenusLighthouse_ConfigurePassageEffect(), VenusLighthouse_PulseChildEffect(), VenusLighthouse_RestoreScriptedChildValues(), VenusLighthouse_UpdateChildFromTimer(), VenusLighthouseAerie_SpawnSideOrbitParticles(), VenusLighthouseAerie_SpawnUpperOrbitParticles(), VenusLighthouseAerie_UpdateBeaconRise(), WorldMap_SpawnActorEightPuff(), and Xian_Initialize().

◆ Object_SetTargetAndCallback()

void Object_SetTargetAndCallback ( u32 objectId,
s32 targetId,
const void * script )

Links an actor to the actor in the low 8 bits of targetId and starts script on it.

Unless ACTOR_LINK_KEEP_MOTION is set it takes action 40 and the target's top speed with twice its acceleration, to keep up with it. Called by Vale's, Bilibin's, Imil's, Kolima's and McCoy's palace scene scripts, among others.

Definition at line 802 of file actor_commands.c.

Referenced by Event_TalkToDora(), FieldObject_SetTargetAndCallback(), and Object_SetTargetAndCallback().

◆ ObjectMotion_StepAngle()

s32 ObjectMotion_StepAngle ( struct ObjectRuntime * object)

Script step that turns an actor toward the angle kept in its action: the whole way when within 1/16 turn, otherwise 1/32 turn.

Returns the turn made, 0 once the actor faces that way. gObjectMotion_StepAngleScript and gObjectMotion_LaunchScript run it through their script command 34.

Definition at line 823 of file actor_commands.c.

Referenced by ObjectMotion_StepAngle().

◆ Object_ResetTargetAndSetMode1()

void Object_ResetTargetAndSetMode1 ( u32 objectId)

Clears an actor's destination, puts it under event control and stands it still.

Reached only through an unnamed veneer in the object bank's far-call table; nothing in ☀️ names it.

Definition at line 844 of file actor_commands.c.

Referenced by Object_ResetTargetAndSetMode1().

◆ ObjectMotion_ArmCallback()

void ObjectMotion_ArmCallback ( s32 objectId,
s32 angle,
s32 wait )

The event command "actor face direction": the actor turns toward angle (0x10000 a full turn; ObjectMotion_StepAngle), then the event waits wait frames.

Writes the angle to the actor's action. Scene scripts reach it as Engine_ActorFaceDirection (OBJ_DIR, Actor_FaceDirection); the Djinni, Retreat and climbing events and Actor_JumpDownLedge call it too.

Definition at line 861 of file actor_commands.c.

Referenced by Actor_JumpDownLedge(), BattleFx_RunMercuryDjinnCapture(), BattleFx_RunVenusDjinnCapture(), Djinn_RunBattleStartHop(), Djinn_RunJupiterJoinEffect(), Djinn_RunMarsJoinEffect(), Field_ClimbDown(), FieldFx_RunRetreat(), and ObjectMotion_ArmCallback().

◆ ObjectMotion_SetActionVariant()

void ObjectMotion_SetActionVariant ( s32 objectId,
s32 priority )

The event command "set actor sprite priority": fixes the priority of the actor's sprite, which then no longer follows its depth: clears ACTOR_PRIORITY_AUTOMATIC.

Scene scripts reach it as Engine_ActorSetSpritePriority (Actor_SetSpritePriority); ObjectMotion_CenterOnColumn calls it too.

Definition at line 877 of file actor_commands.c.

Referenced by ObjectMotion_CenterOnColumn(), and ObjectMotion_SetActionVariant().

◆ ObjectVisual_CopyAttributes()

void ObjectVisual_CopyAttributes ( u32 targetId,
u32 sourceId )

Makes the target actor's sprite show the source actor's graphics (its VRAM block and tile).

Neither actor is checked for NULL. Called by the Tolbi ship deck's scene script.

Definition at line 892 of file actor_commands.c.

Referenced by ObjectVisual_CopyAttributes(), TolbiShipDeck_RestOars(), and TolbiShipDeck_SwingOar().

◆ ObjectVisual_ReservedNoOp()

UNUSED void ObjectVisual_ReservedNoOp ( void )

Definition at line 909 of file actor_commands.c.

Referenced by ObjectVisual_ReservedNoOp().

◆ Event_SetMessageId()

void Event_SetMessageId ( s32 message)

The event command "set message": the number of the event's next message, written to work->message.

Scene scripts reach it as Engine_EventSetMessage (MESSAGE_SET); the field's talk, touch, item and Psynergy events call it too.

Definition at line 915 of file actor_commands.c.

Referenced by Event_SetMessageId(), Field_RunEventAction(), Field_UseItem(), Scene_RunRaisedEvent(), Scene_RunTouchOrExit(), and Scene_TalkToActor().

◆ ObjectTable_ReadActiveValue()

s32 ObjectTable_ReadActiveValue ( s32 actor)

Returns the sprite (the first animation's id) of the actor in the low 12 bits of actor, or -1 if there is no such animated actor.

The message commands (messages.c) call it to find the speaker's portrait and voice.

Definition at line 922 of file actor_commands.c.

Referenced by Battle_ShowPairedUnitWorkAndWait(), FieldEvent_ShowMessageAndWait(), ObjectTable_ReadActiveValue(), ObjectTable_RunIfActive(), Ui_SetMessageVoiceFromActor(), and UiText_OpenMessageAtObject().

◆ ObjectTable_FindActiveByValue()

s32 ObjectTable_FindActiveByValue ( s32 sprite)

Returns the first scene actor (8 to 65) showing sprite, or -1.

Reached only through an unnamed veneer in the object bank's far-call table; nothing in ☀️ names it.

Definition at line 949 of file actor_commands.c.

Referenced by ObjectTable_FindActiveByValue().