21 x = ((actor->
x.
fixed + (dx << 16)) & 0xFFF00000) + 0x80000;
22 z = ((actor->
z.
fixed + (dz << 16)) & 0xFFF00000) + 0x80000;
24 actor->
speed = 0x10000;
30 x = ((other->
x.
fixed + (dx << 16)) & 0xFFF00000) + 0x80000;
31 z = ((other->
z.
fixed + (dz << 16)) & 0xFFF00000) + 0x80000;
33 other->
speed = 0x10000;
37 if (dx < 0 || dz < 0) {
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
void Engine_ObjectSetPosition(struct FieldActor *object, s32 fixed_x, s32 fixed_y, s32 fixed_z)
void Object_SetMode(struct FieldActor *object, s32 animation)
Field objects and actors, and the scene transition styles.
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
void FieldObject_WaitForMove(void *fieldObject)
Waits a frame at a time until a field object has arrived at its target, at most 600 frames.
static void SceneActor_PlacePairAtOffset(s32 id, s32 dx, s32 dz)
Moves the character the player controls (in mode 27) and actor id together by (dx,...
void Engine_EventEnd(void)
void Engine_EventBegin(void)
A field actor: a person or thing on the field with a position, motion toward a target,...
s32 speed
speed limit, 16.16 fixed-point pixels per frame
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
s32 acceleration
Added toward the target each frame, or taken off the speed when there is none, in 16....
s32 selectedActor
the leader: its unit and its actor
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 fixed
16.16 fixed-point pixels