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object.h File Reference

Scene events, field Psynergy, objects and effect lifecycles. More...

Go to the source code of this file.

Functions

s32 Field_RunSceneFar (s32 entrance)
void Game_ResetForNewGameFar (s32 mode)
void FieldEvent_WaitFramesFar (s32 frames)
void FieldEvent_BeginFar (void)
void FieldEvent_EndFar (void)
void Event_CallWithLastActiveObjectIdFar (struct ScenePlacement *table)
void Scene_AssignViewFlagsFar (struct ScenePlacement *entry)
void Event_SetSceneEventsFar (const struct SceneEvent *events)
void Event_PrepareObjectAndApplyValueFar (s32 event_id, s32 value)
void Event_PrepareTwoObjectsAndApplyFar (s32 first, s32 second)
void Party_RemoveOwnerRestoredFar (s32 owner)
s32 PartyInventory_GiveItemFar (s32 item, s32 unused)
s32 Event_AskYesNoWithActorAnimationFar (s32 actor, s32 force_bottom)
void Party_LearnAbilityFar (s32 unit, s32 ability)
struct FieldActor * Object_GetByIdFar (s32 objectId)
void ObjectTable_DestroyByIdFar (s32 index)
void ObjectMotion_SetSpeedParametersFar (u32 objectId, s32 speedLimit, s32 acceleration)
void ObjectMotion_EnableActionAndSetCallbackFar (u32 objectId, s32 action)
void Object_RefreshSelectorByIdFar (u32 objectId)
void ObjectMotion_EnableActionAndResetMotionFar (u32 objectId)
void Object_SetActionCallbackAndRefreshByIdFar (u32 objectId, s32 action)
void ObjectMotion_ResetAndSetPositionFar (u32 objectId, s32 x, s32 z)
void ObjectMotion_SetPositionAndCommitFar (u32 objectId, s32 x, s32 z)
void ObjectMotion_ResetAndSetPositionInMode2Far (u32 objectId, s32 x, s32 z)
void ObjectMotion_SetPositionAndResetFar (u32 objectId, s32 x, s32 z)
void ObjectMotion_CenterOnColumnFar (u32 objectId, s32 action, s32 z_offset)
void ObjectMotion_OffsetPositionAndResetMotionFar (u32 objectId, s32 x_offset, s32 z_offset)
void ObjectMotion_CommitCurrentPositionAndActivateFar (u32 objectId)
void ObjectMotion_SetHorizontalPositionWithTerrainFar (u32 objectId, s32 x, s32 z)
void Object_SetModeByIdFar (u32 objectId, s32 action)
void Object_SetActionByIdFar (u32 objectId, s32 action)
void Motion_SetModeAndWaitAnimationFar (u32 objectId, s32 action)
void ObjectMotion_WaitForAnimationChangeFar (u32 objectId)
void ObjectMotion_LaunchFar (u32 objectId, s32 speed, s32 event_id)
void ObjectMotion_SetVariantCallbackFar (u32 objectId, s32 variant)
void Motion_SetVarCbAndRefreshFar (u32 objectId, s32 variant)
void Actor_JumpDownLedgeFar (s32 sequence_arg, s32 mode_or_frame, s32 optional_action)
void ObjectMotion_SetAngleTowardFar (s32 firstId, s32 second_id, s32 wait)
void Object_LinkPairFar (s32 firstId, s32 second_id, s32 wait)
void ObjectGroup_ConfigureChildValueFar (s32 objectId, s32 value)
void ObjectGroup_SetChildValueFar (struct FieldActor *actor, s32 value)
void Object_SetTargetAndCallbackFar (u32 objectId, s32 targetId, const void *callback)
void Event_SetMessageIdFar (s32 value)
struct UiWindow * UiText_OpenMessageAtObjectFar (s32 arg, s32 unused)
void FieldEvent_ShowMessageAndWaitFar (s32 action, s32 flag)
void BattlePres_RunActionThenWaitIfModeZeroFar (s32 first, s32 second, s32 value)
s32 FieldEvent_AskYesNoAndShowResponseFar (s32 objectId, s32 actionId)
void ObjectMotion_ArmCallbackFar (s32 objectId, s32 angle, s32 wait)
void Battle_ShowPairedUnitWorkAndWaitFar (s32 first, s32 first_x, s32 first_y, s32 first_arg, s32 first_extra, s32 second, s32 second_x, s32 second_y, s32 second_arg, s32 second_extra)
void Ui_SetMessageVoiceFromActorFar (s32 arg0)
void ObjectMotion_SetActionVariantFar (s32 objectId, s32 priority)
void BattleFx_SpawnLinkedFar (s32 id, s32 mode, s32 wait)
void BattleFx_ConfigureLinkedObjectFar (s32 id, s32 flags)
void ObjectVisual_CopyAttributesFar (u32 targetId, u32 sourceId)
void Camera_FollowActorFar (s32 id, s32 flag)
void Camera_SetSpeedParametersFar (s32 first, s32 second)
void Camera_MoveWithinMapBoundsFar (s32 requested_x, s32 requested_y, s32 requested_z, s32 use_setter)
void Camera_WaitForArrivalFar (void)
void Object_PlaceCurrentWithinCameraBoundsFar (s32 arg0, s32 arg1)
struct FieldActor * Camera_GetEventObjectFar (void)
void Map_SetViewBoundsFar (s32 minX, s32 minY, s32 maxX, s32 maxY)
void Event_SetDestinationFar (s32 first, s32 second)
void Event_SetExitRequestFar (u16 value)
void Field_RequestBattleFromEncounterTableFar (s32 zone_no, s32 slot_no)
void Field_RequestDjinnBattleFar (s32 flag, s32 no)
void Event_SetNextDestinationFar (s32 first, s32 second)
void Event_SetDefeatDestinationFar (s32 first, s32 second)
void Event_RequestDestinationFar (u16 first, u16 second)
s32 Object_GetScreenPositionFar (s32 objectId, s32 *position)
s32 Object_GetTriggerTileAheadOfCurrentFar (void)
s32 Party_RemapCharacterIdByFlagsFar (s32 arg0)
s32 Field_TryJumpForwardFar (void)
s32 Field_ClimbDownFar (void)
s32 Field_ClimbUpFar (void)
void Leader_StopMovingFar (void)
void FieldFx_StartGroundParticlesFar (void)
void FieldFx_StartLightningFar (void)
void FieldFx_StopLightningFar (void)
void FieldFx_LastLightningFar (void)
void FieldFx_ResumeLightningFar (void)
void BattleFx_StartBufferBlendFar (s32 from, s32 to)
void FieldEffect_InitSparklesFar (void)
void DisplayTransition_InitializeBattleEffectStateFar (s32 mode)
void BattleFx_ApplyColorToTargetBufferFar (s32 mode, s32 half)
void BattleFx_ApplyColorToSourceBufferFar (s32 mode, s32 half)
void BattleFx_StartBufferInterpolationFar (s32 frames)
void Event_StartScreenTransitionFar (void)
void Event_FinishScreenTransitionFar (void)
void Event_WaitTransitionFramesFar (void)
void DisplayScroll_InitializeHBlankDmaFar (s32 mode, s32 freqX, s32 stepX, s32 ampX, s32 freqY, s32 stepY, s32 ampY)
void DisplayScroll_DisarmHBlankDmaFar (void)
s32 BattleFx_PlayCueAndStartEmitterOnTargetFar (s32 effect, s32 target, s32 mode)
void EffectRuntime_RunRisingObjectSequenceFar (void *object, s32 flags)
void BattleFx_StartEffectObject22Far (s32 value, s32 flags)
void Marker_SetActorPositionFar (s32 id, s32 x, s32 y)
void Marker_MoveLeaderAwayFar (void)
void WorldMap_BeginEventFar (void)
void WorldMap_EndEventFar (void)
void * ObjectTable_GetFar (u32 index)
void BattleFx_StartFadeOverlayFar (void *object)
void Field_DispatchTypeHandlerFar (s32 kind)
void BattleFx_LoadActionEffectResourcesFar (s32 abilityId, s32 mode)
void BattleFx_SetupObjectPairFar (s32 user_id, s32 targetId)
void EffectRuntime_StopCurrentObjectFar (void)
void BattleEffect_CleanupSceneObjectsFar (void)
void EventObject_InitializeFar (void)
void Battle_ResetEffectCounterFar (void)
void RunSceneTransitionEffectFar (s32 x, s32 y)
void BattleFx_FinishSceneAndReleaseHeapBlockFar (void)
void Ui_SetBank15PaletteAndClearRenderModeFar (void)
s32 BattleFx_HasMatchingEvent5Far (s32 group)
u32 BattleFx_HasTriggerFar (u16 item)
struct AnimationObject * Sprite_ShareVramCacheFar (struct AnimationObject *sourceSprite, struct AnimationObject *sharedSprite)
s16 Event_GetSpecialValueFar (void)
void BattleParty_ApplyDrainFar (s32 amount, s32 unused)
s32 Menu_AskYesNoFar (s32 value)
void Audio_PlayCueFromEventWorkFar (void)
void Djinn_JoinPartyFar (s32 slot, s32 element, s32 djinn)
void EffectSlot_UpdateFar (struct EffectSlot *effect)
u32 EffectSlot_HasPendingTargetFar (struct EffectSlot *effect)
void EffectSlot_SetPositionFar (struct EffectSlot *effect, s32 x, s32 z)
void EffectSlot_SetObjectModeFar (struct EffectSlot *effect, s32 mode)
void EffectSlot_SetCallbackFar (struct EffectSlot *effect, EffectCallback callback)
void EffectSlot_InitializeFar (struct EffectSlot *effect, s32 kind, s32 x, s32 z)
void BattleFx_ClearOwnedSlotFar (struct EffectSlot *slot)
void Camera_WorldToScreenFar (struct EffectVector *position)
s32 BattleFx_GetResourceIdFar (u32 id)
void Event_ClearInvalidPackedValuesFar (void)
void BattleFx_InitializeSlotsFar (void)
void BattleFx_ClearActiveSlotsAndScheduleUpdatesFar (void)
void Motion_LaunchFromFocusedObjectFar (u32 arg0, s32 arg1, s32 arg2, s32 arg3)
void ObjectMotion_OffsetPositionAndResetFar (u32 objectId, s32 x_offset, s32 z_offset)
void ObjectMotion_CommitPositionAndActivateFar (u32 objectId, s32 x_offset, s32 z_offset)
void Object_LinkObjectAndSetCallbackFar (u32 objectId, u32 linked_object_id)
void BattleEffect_PauseObjectFar (s32 id)
void SaveState_CaptureObjectTableFar (void)
 Far call to ObjectTable_Snapshot.
void ObjectTable_RestoreFar (void)
void BattleFx_ScheduleRatioTransitionFar (s32 zoom, s32 frames)
void Event_WaitForZoomTransitionFar (void)
s32 Scene_GetAreaNameIndexFar (s32 scene, s32 entrance)
void ObjectMotion_SetActionCallbackFar (struct ObjectRuntime *object, s32 kind)
void BattleFx_SetQueuedSoundAndPlayFar (s32 sound_id)
void BattleFx_PlayQueuedSoundFar (void)
s32 Party_RemapCharacterIdIfEnabledFar (s32 arg0, s32 arg1)

Detailed Description

Scene events, field Psynergy, objects and effect lifecycles.

Far-call interfaces; their ordered jump stubs live in games/tbs/src/system/far_call/OBJECT.S.

Definition in file object.h.

Function Documentation

◆ Field_RunSceneFar()

s32 Field_RunSceneFar ( s32 entrance)

Referenced by Field_RunSceneFar().

◆ Game_ResetForNewGameFar()

void Game_ResetForNewGameFar ( s32 mode)

◆ FieldEvent_WaitFramesFar()

void FieldEvent_WaitFramesFar ( s32 frames)

◆ FieldEvent_BeginFar()

void FieldEvent_BeginFar ( void )

Referenced by FieldEvent_BeginFar().

◆ FieldEvent_EndFar()

void FieldEvent_EndFar ( void )

Referenced by FieldEvent_EndFar().

◆ Event_CallWithLastActiveObjectIdFar()

void Event_CallWithLastActiveObjectIdFar ( struct ScenePlacement * table)

◆ Scene_AssignViewFlagsFar()

void Scene_AssignViewFlagsFar ( struct ScenePlacement * entry)

◆ Event_SetSceneEventsFar()

void Event_SetSceneEventsFar ( const struct SceneEvent * events)

Referenced by Event_SetSceneEventsFar().

◆ Event_PrepareObjectAndApplyValueFar()

void Event_PrepareObjectAndApplyValueFar ( s32 event_id,
s32 value )

◆ Event_PrepareTwoObjectsAndApplyFar()

void Event_PrepareTwoObjectsAndApplyFar ( s32 first,
s32 second )

◆ Party_RemoveOwnerRestoredFar()

void Party_RemoveOwnerRestoredFar ( s32 owner)

◆ PartyInventory_GiveItemFar()

s32 PartyInventory_GiveItemFar ( s32 item,
s32 unused )

◆ Event_AskYesNoWithActorAnimationFar()

s32 Event_AskYesNoWithActorAnimationFar ( s32 actor,
s32 force_bottom )

◆ Party_LearnAbilityFar()

void Party_LearnAbilityFar ( s32 unit,
s32 ability )

Referenced by Party_LearnAbilityFar().

◆ Object_GetByIdFar()

struct FieldActor * Object_GetByIdFar ( s32 objectId)

◆ ObjectTable_DestroyByIdFar()

void ObjectTable_DestroyByIdFar ( s32 index)

◆ ObjectMotion_SetSpeedParametersFar()

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

◆ ObjectMotion_EnableActionAndSetCallbackFar()

void ObjectMotion_EnableActionAndSetCallbackFar ( u32 objectId,
s32 action )

◆ Object_RefreshSelectorByIdFar()

void Object_RefreshSelectorByIdFar ( u32 objectId)

◆ ObjectMotion_EnableActionAndResetMotionFar()

void ObjectMotion_EnableActionAndResetMotionFar ( u32 objectId)

◆ Object_SetActionCallbackAndRefreshByIdFar()

void Object_SetActionCallbackAndRefreshByIdFar ( u32 objectId,
s32 action )

◆ ObjectMotion_ResetAndSetPositionFar()

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

◆ ObjectMotion_SetPositionAndCommitFar()

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

◆ ObjectMotion_ResetAndSetPositionInMode2Far()

void ObjectMotion_ResetAndSetPositionInMode2Far ( u32 objectId,
s32 x,
s32 z )

◆ ObjectMotion_SetPositionAndResetFar()

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

◆ ObjectMotion_CenterOnColumnFar()

void ObjectMotion_CenterOnColumnFar ( u32 objectId,
s32 action,
s32 z_offset )

◆ ObjectMotion_OffsetPositionAndResetMotionFar()

void ObjectMotion_OffsetPositionAndResetMotionFar ( u32 objectId,
s32 x_offset,
s32 z_offset )

◆ ObjectMotion_CommitCurrentPositionAndActivateFar()

void ObjectMotion_CommitCurrentPositionAndActivateFar ( u32 objectId)

◆ ObjectMotion_SetHorizontalPositionWithTerrainFar()

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

◆ Object_SetModeByIdFar()

void Object_SetModeByIdFar ( u32 objectId,
s32 action )

Referenced by Object_SetModeByIdFar().

◆ Object_SetActionByIdFar()

void Object_SetActionByIdFar ( u32 objectId,
s32 action )

Referenced by Object_SetActionByIdFar().

◆ Motion_SetModeAndWaitAnimationFar()

void Motion_SetModeAndWaitAnimationFar ( u32 objectId,
s32 action )

◆ ObjectMotion_WaitForAnimationChangeFar()

void ObjectMotion_WaitForAnimationChangeFar ( u32 objectId)

◆ ObjectMotion_LaunchFar()

void ObjectMotion_LaunchFar ( u32 objectId,
s32 speed,
s32 event_id )

Referenced by ObjectMotion_LaunchFar().

◆ ObjectMotion_SetVariantCallbackFar()

void ObjectMotion_SetVariantCallbackFar ( u32 objectId,
s32 variant )

◆ Motion_SetVarCbAndRefreshFar()

void Motion_SetVarCbAndRefreshFar ( u32 objectId,
s32 variant )

◆ Actor_JumpDownLedgeFar()

void Actor_JumpDownLedgeFar ( s32 sequence_arg,
s32 mode_or_frame,
s32 optional_action )

Referenced by Actor_JumpDownLedgeFar().

◆ ObjectMotion_SetAngleTowardFar()

void ObjectMotion_SetAngleTowardFar ( s32 firstId,
s32 second_id,
s32 wait )

◆ Object_LinkPairFar()

void Object_LinkPairFar ( s32 firstId,
s32 second_id,
s32 wait )

Referenced by Object_LinkPairFar().

◆ ObjectGroup_ConfigureChildValueFar()

void ObjectGroup_ConfigureChildValueFar ( s32 objectId,
s32 value )

◆ ObjectGroup_SetChildValueFar()

void ObjectGroup_SetChildValueFar ( struct FieldActor * actor,
s32 value )

◆ Object_SetTargetAndCallbackFar()

void Object_SetTargetAndCallbackFar ( u32 objectId,
s32 targetId,
const void * callback )

◆ Event_SetMessageIdFar()

void Event_SetMessageIdFar ( s32 value)

Referenced by Event_SetMessageIdFar().

◆ UiText_OpenMessageAtObjectFar()

struct UiWindow * UiText_OpenMessageAtObjectFar ( s32 arg,
s32 unused )

◆ FieldEvent_ShowMessageAndWaitFar()

void FieldEvent_ShowMessageAndWaitFar ( s32 action,
s32 flag )

◆ BattlePres_RunActionThenWaitIfModeZeroFar()

void BattlePres_RunActionThenWaitIfModeZeroFar ( s32 first,
s32 second,
s32 value )

◆ FieldEvent_AskYesNoAndShowResponseFar()

s32 FieldEvent_AskYesNoAndShowResponseFar ( s32 objectId,
s32 actionId )

◆ ObjectMotion_ArmCallbackFar()

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

◆ Battle_ShowPairedUnitWorkAndWaitFar()

void Battle_ShowPairedUnitWorkAndWaitFar ( s32 first,
s32 first_x,
s32 first_y,
s32 first_arg,
s32 first_extra,
s32 second,
s32 second_x,
s32 second_y,
s32 second_arg,
s32 second_extra )

◆ Ui_SetMessageVoiceFromActorFar()

void Ui_SetMessageVoiceFromActorFar ( s32 arg0)

◆ ObjectMotion_SetActionVariantFar()

void ObjectMotion_SetActionVariantFar ( s32 objectId,
s32 priority )

◆ BattleFx_SpawnLinkedFar()

void BattleFx_SpawnLinkedFar ( s32 id,
s32 mode,
s32 wait )

Referenced by BattleFx_SpawnLinkedFar().

◆ BattleFx_ConfigureLinkedObjectFar()

void BattleFx_ConfigureLinkedObjectFar ( s32 id,
s32 flags )

◆ ObjectVisual_CopyAttributesFar()

void ObjectVisual_CopyAttributesFar ( u32 targetId,
u32 sourceId )

◆ Camera_FollowActorFar()

void Camera_FollowActorFar ( s32 id,
s32 flag )

Referenced by Camera_FollowActorFar().

◆ Camera_SetSpeedParametersFar()

void Camera_SetSpeedParametersFar ( s32 first,
s32 second )

◆ Camera_MoveWithinMapBoundsFar()

void Camera_MoveWithinMapBoundsFar ( s32 requested_x,
s32 requested_y,
s32 requested_z,
s32 use_setter )

◆ Camera_WaitForArrivalFar()

void Camera_WaitForArrivalFar ( void )

◆ Object_PlaceCurrentWithinCameraBoundsFar()

void Object_PlaceCurrentWithinCameraBoundsFar ( s32 arg0,
s32 arg1 )

◆ Camera_GetEventObjectFar()

struct FieldActor * Camera_GetEventObjectFar ( void )

◆ Map_SetViewBoundsFar()

void Map_SetViewBoundsFar ( s32 minX,
s32 minY,
s32 maxX,
s32 maxY )

Referenced by Map_SetViewBoundsFar().

◆ Event_SetDestinationFar()

void Event_SetDestinationFar ( s32 first,
s32 second )

◆ Event_SetExitRequestFar()

void Event_SetExitRequestFar ( u16 value)

Referenced by Event_SetExitRequestFar().

◆ Field_RequestBattleFromEncounterTableFar()

void Field_RequestBattleFromEncounterTableFar ( s32 zone_no,
s32 slot_no )

◆ Field_RequestDjinnBattleFar()

void Field_RequestDjinnBattleFar ( s32 flag,
s32 no )

◆ Event_SetNextDestinationFar()

void Event_SetNextDestinationFar ( s32 first,
s32 second )

◆ Event_SetDefeatDestinationFar()

void Event_SetDefeatDestinationFar ( s32 first,
s32 second )

◆ Event_RequestDestinationFar()

void Event_RequestDestinationFar ( u16 first,
u16 second )

◆ Object_GetScreenPositionFar()

s32 Object_GetScreenPositionFar ( s32 objectId,
s32 * position )

◆ Object_GetTriggerTileAheadOfCurrentFar()

s32 Object_GetTriggerTileAheadOfCurrentFar ( void )

◆ Party_RemapCharacterIdByFlagsFar()

s32 Party_RemapCharacterIdByFlagsFar ( s32 arg0)

◆ Field_TryJumpForwardFar()

s32 Field_TryJumpForwardFar ( void )

Referenced by Field_TryJumpForwardFar().

◆ Field_ClimbDownFar()

s32 Field_ClimbDownFar ( void )

Referenced by Field_ClimbDownFar().

◆ Field_ClimbUpFar()

s32 Field_ClimbUpFar ( void )

Referenced by Field_ClimbUpFar().

◆ Leader_StopMovingFar()

void Leader_StopMovingFar ( void )

Referenced by Leader_StopMovingFar().

◆ FieldFx_StartGroundParticlesFar()

void FieldFx_StartGroundParticlesFar ( void )

◆ FieldFx_StartLightningFar()

void FieldFx_StartLightningFar ( void )

◆ FieldFx_StopLightningFar()

void FieldFx_StopLightningFar ( void )

◆ FieldFx_LastLightningFar()

void FieldFx_LastLightningFar ( void )

◆ FieldFx_ResumeLightningFar()

void FieldFx_ResumeLightningFar ( void )

◆ BattleFx_StartBufferBlendFar()

void BattleFx_StartBufferBlendFar ( s32 from,
s32 to )

◆ FieldEffect_InitSparklesFar()

void FieldEffect_InitSparklesFar ( void )

◆ DisplayTransition_InitializeBattleEffectStateFar()

void DisplayTransition_InitializeBattleEffectStateFar ( s32 mode)

◆ BattleFx_ApplyColorToTargetBufferFar()

◆ BattleFx_ApplyColorToSourceBufferFar()

void BattleFx_ApplyColorToSourceBufferFar ( s32 mode,
s32 half )

◆ BattleFx_StartBufferInterpolationFar()

◆ Event_StartScreenTransitionFar()

void Event_StartScreenTransitionFar ( void )

◆ Event_FinishScreenTransitionFar()

void Event_FinishScreenTransitionFar ( void )

◆ Event_WaitTransitionFramesFar()

void Event_WaitTransitionFramesFar ( void )

◆ DisplayScroll_InitializeHBlankDmaFar()

void DisplayScroll_InitializeHBlankDmaFar ( s32 mode,
s32 freqX,
s32 stepX,
s32 ampX,
s32 freqY,
s32 stepY,
s32 ampY )

◆ DisplayScroll_DisarmHBlankDmaFar()

void DisplayScroll_DisarmHBlankDmaFar ( void )

◆ BattleFx_PlayCueAndStartEmitterOnTargetFar()

s32 BattleFx_PlayCueAndStartEmitterOnTargetFar ( s32 effect,
s32 target,
s32 mode )

◆ EffectRuntime_RunRisingObjectSequenceFar()

void EffectRuntime_RunRisingObjectSequenceFar ( void * object,
s32 flags )

◆ BattleFx_StartEffectObject22Far()

void BattleFx_StartEffectObject22Far ( s32 value,
s32 flags )

◆ Marker_SetActorPositionFar()

void Marker_SetActorPositionFar ( s32 id,
s32 x,
s32 y )

◆ Marker_MoveLeaderAwayFar()

void Marker_MoveLeaderAwayFar ( void )

◆ WorldMap_BeginEventFar()

void WorldMap_BeginEventFar ( void )

Referenced by WorldMap_BeginEventFar().

◆ WorldMap_EndEventFar()

void WorldMap_EndEventFar ( void )

Referenced by WorldMap_EndEventFar().

◆ ObjectTable_GetFar()

void * ObjectTable_GetFar ( u32 index)

Referenced by ObjectTable_GetFar().

◆ BattleFx_StartFadeOverlayFar()

void BattleFx_StartFadeOverlayFar ( void * object)

◆ Field_DispatchTypeHandlerFar()

void Field_DispatchTypeHandlerFar ( s32 kind)

◆ BattleFx_LoadActionEffectResourcesFar()

void BattleFx_LoadActionEffectResourcesFar ( s32 abilityId,
s32 mode )

◆ BattleFx_SetupObjectPairFar()

void BattleFx_SetupObjectPairFar ( s32 user_id,
s32 targetId )

◆ EffectRuntime_StopCurrentObjectFar()

void EffectRuntime_StopCurrentObjectFar ( void )

◆ BattleEffect_CleanupSceneObjectsFar()

void BattleEffect_CleanupSceneObjectsFar ( void )

◆ EventObject_InitializeFar()

void EventObject_InitializeFar ( void )

◆ Battle_ResetEffectCounterFar()

void Battle_ResetEffectCounterFar ( void )

◆ RunSceneTransitionEffectFar()

void RunSceneTransitionEffectFar ( s32 x,
s32 y )

◆ BattleFx_FinishSceneAndReleaseHeapBlockFar()

void BattleFx_FinishSceneAndReleaseHeapBlockFar ( void )

◆ Ui_SetBank15PaletteAndClearRenderModeFar()

void Ui_SetBank15PaletteAndClearRenderModeFar ( void )

◆ BattleFx_HasMatchingEvent5Far()

s32 BattleFx_HasMatchingEvent5Far ( s32 group)

◆ BattleFx_HasTriggerFar()

◆ Sprite_ShareVramCacheFar()

struct AnimationObject * Sprite_ShareVramCacheFar ( struct AnimationObject * sourceSprite,
struct AnimationObject * sharedSprite )

◆ Event_GetSpecialValueFar()

s16 Event_GetSpecialValueFar ( void )

◆ BattleParty_ApplyDrainFar()

void BattleParty_ApplyDrainFar ( s32 amount,
s32 unused )

◆ Menu_AskYesNoFar()

s32 Menu_AskYesNoFar ( s32 value)

Referenced by Menu_AskYesNoFar().

◆ Audio_PlayCueFromEventWorkFar()

void Audio_PlayCueFromEventWorkFar ( void )

◆ Djinn_JoinPartyFar()

void Djinn_JoinPartyFar ( s32 slot,
s32 element,
s32 djinn )

Referenced by Djinn_JoinPartyFar().

◆ EffectSlot_UpdateFar()

void EffectSlot_UpdateFar ( struct EffectSlot * effect)

◆ EffectSlot_HasPendingTargetFar()

u32 EffectSlot_HasPendingTargetFar ( struct EffectSlot * effect)

◆ EffectSlot_SetPositionFar()

void EffectSlot_SetPositionFar ( struct EffectSlot * effect,
s32 x,
s32 z )

◆ EffectSlot_SetObjectModeFar()

void EffectSlot_SetObjectModeFar ( struct EffectSlot * effect,
s32 mode )

◆ EffectSlot_SetCallbackFar()

void EffectSlot_SetCallbackFar ( struct EffectSlot * effect,
EffectCallback callback )

◆ EffectSlot_InitializeFar()

void EffectSlot_InitializeFar ( struct EffectSlot * effect,
s32 kind,
s32 x,
s32 z )

◆ BattleFx_ClearOwnedSlotFar()

void BattleFx_ClearOwnedSlotFar ( struct EffectSlot * slot)

◆ Camera_WorldToScreenFar()

void Camera_WorldToScreenFar ( struct EffectVector * position)

Referenced by Camera_WorldToScreenFar().

◆ BattleFx_GetResourceIdFar()

◆ Event_ClearInvalidPackedValuesFar()

◆ BattleFx_InitializeSlotsFar()

void BattleFx_InitializeSlotsFar ( void )

◆ BattleFx_ClearActiveSlotsAndScheduleUpdatesFar()

void BattleFx_ClearActiveSlotsAndScheduleUpdatesFar ( void )

◆ Motion_LaunchFromFocusedObjectFar()

void Motion_LaunchFromFocusedObjectFar ( u32 arg0,
s32 arg1,
s32 arg2,
s32 arg3 )

◆ ObjectMotion_OffsetPositionAndResetFar()

void ObjectMotion_OffsetPositionAndResetFar ( u32 objectId,
s32 x_offset,
s32 z_offset )

◆ ObjectMotion_CommitPositionAndActivateFar()

void ObjectMotion_CommitPositionAndActivateFar ( u32 objectId,
s32 x_offset,
s32 z_offset )

◆ Object_LinkObjectAndSetCallbackFar()

void Object_LinkObjectAndSetCallbackFar ( u32 objectId,
u32 linked_object_id )

◆ BattleEffect_PauseObjectFar()

void BattleEffect_PauseObjectFar ( s32 id)

◆ SaveState_CaptureObjectTableFar()

void SaveState_CaptureObjectTableFar ( void )

Far call to ObjectTable_Snapshot.

Referenced by Save_WriteSelectedSlot(), and SaveState_CaptureObjectTableFar().

◆ ObjectTable_RestoreFar()

void ObjectTable_RestoreFar ( void )

Referenced by ObjectTable_RestoreFar().

◆ BattleFx_ScheduleRatioTransitionFar()

void BattleFx_ScheduleRatioTransitionFar ( s32 zoom,
s32 frames )

◆ Event_WaitForZoomTransitionFar()

void Event_WaitForZoomTransitionFar ( void )

◆ Scene_GetAreaNameIndexFar()

◆ ObjectMotion_SetActionCallbackFar()

void ObjectMotion_SetActionCallbackFar ( struct ObjectRuntime * object,
s32 kind )

◆ BattleFx_SetQueuedSoundAndPlayFar()

void BattleFx_SetQueuedSoundAndPlayFar ( s32 sound_id)

◆ BattleFx_PlayQueuedSoundFar()

void BattleFx_PlayQueuedSoundFar ( void )

◆ Party_RemapCharacterIdIfEnabledFar()

s32 Party_RemapCharacterIdIfEnabledFar ( s32 arg0,
s32 arg1 )