21 position.
x = (record->
x.
fixed & 0xfff00000) + 0x80000;
23 position.
z = (record->
z.
fixed & 0xfff00000) + 0x80000;
26 occupant = SceneData_FindSlotAtPosition(&position, record);
28 position.
x = (record->
x.
fixed & 0xfff00000) + 0x80000;
30 position.
z = (record->
z.
fixed & 0xfff00000) + 0x80000;
33 occupant = SceneData_FindSlotAtPosition(&position, record);
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
Field objects and actors, and the scene transition styles.
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
void Vector_AddPolarOffset(s32 radius, s32 angle, void *position)
Moves the point position by radius in direction angle on the ground plane: x by the cosine,...
void * Colosso_FindActorAhead(void)
Returns the placed actor standing one cell, or else two cells, ahead of the actor the player moves (s...
A field actor: a person or thing on the field with a position, motion toward a target,...
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 z
16.16 fixed-point pixels
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