Alchemy
Loading...
Searching...
No Matches

DispatchObject Struct Reference

A field object as the object dispatcher's far calls take it. More...

#include <object_dispatch.h>

Data Structures

union  [union].target

Data Fields

u32 value00
 the object script's address
s16 value04
 the script cursor, in words
u8 unk06 [0x2a]
 facing, position, scales and motion; not named here
s32 value30
 speed limit, 16.16 fixed-point pixels per frame
s32 value34
 acceleration, 16.16 fixed point
u8 unk38 [0x18]
 the target, bounce, gravity and a spare word
union  target
u8 kind
 low four bits: 0 no sprite, 1 one, 2 up to four
u8 unk55 [2]
 motion flags and arrival axis; not named here
u8 value57
 the script's last flag test; cleared with a new script
u8 unk58 [3]
 snap, collision and steering flags; not named here
u8 value5b
 paused; cleared with a new script
u8 unk5c
 nonzero keeps its sprite's VRAM; not named here
u8 value5d
 the script's SC_LOOP count; cleared with a new script
u8 unk5e [6]
 the script's wait, refusals, frozen; not named here
s16 value64
 the action script's parameter; the camera clears it
u8 unk66 [2]
 the player's footprint side; not named here
s32 argument
 the linked object a script approaches or follows
u8 unk6c [4]
 the update hook; not named here

Detailed Description

A field object as the object dispatcher's far calls take it.

Definition at line 12 of file object_dispatch.h.

Field Documentation

◆ value00

u32 DispatchObject::value00

the object script's address

Definition at line 13 of file object_dispatch.h.

◆ value04

s16 DispatchObject::value04

the script cursor, in words

Definition at line 14 of file object_dispatch.h.

◆ unk06

u8 DispatchObject::unk06[0x2a]

facing, position, scales and motion; not named here

Definition at line 15 of file object_dispatch.h.

◆ value30

s32 DispatchObject::value30

speed limit, 16.16 fixed-point pixels per frame

Definition at line 16 of file object_dispatch.h.

◆ value34

s32 DispatchObject::value34

acceleration, 16.16 fixed point

Definition at line 17 of file object_dispatch.h.

◆ unk38

u8 DispatchObject::unk38[0x18]

the target, bounce, gravity and a spare word

Definition at line 18 of file object_dispatch.h.

◆ target

◆ kind

◆ unk55

u8 DispatchObject::unk55[2]

motion flags and arrival axis; not named here

Definition at line 24 of file object_dispatch.h.

◆ value57

u8 DispatchObject::value57

the script's last flag test; cleared with a new script

Definition at line 25 of file object_dispatch.h.

◆ unk58

u8 DispatchObject::unk58[3]

snap, collision and steering flags; not named here

Definition at line 26 of file object_dispatch.h.

◆ value5b

u8 DispatchObject::value5b

paused; cleared with a new script

Definition at line 27 of file object_dispatch.h.

◆ unk5c

u8 DispatchObject::unk5c

nonzero keeps its sprite's VRAM; not named here

Definition at line 28 of file object_dispatch.h.

◆ value5d

u8 DispatchObject::value5d

the script's SC_LOOP count; cleared with a new script

Definition at line 29 of file object_dispatch.h.

◆ unk5e

u8 DispatchObject::unk5e[6]

the script's wait, refusals, frozen; not named here

Definition at line 30 of file object_dispatch.h.

◆ value64

s16 DispatchObject::value64

the action script's parameter; the camera clears it

Definition at line 31 of file object_dispatch.h.

◆ unk66

u8 DispatchObject::unk66[2]

the player's footprint side; not named here

Definition at line 32 of file object_dispatch.h.

◆ argument

s32 DispatchObject::argument

the linked object a script approaches or follows

Definition at line 33 of file object_dispatch.h.

Referenced by FieldFx_RunLiftOnTarget().

◆ unk6c

u8 DispatchObject::unk6c[4]

the update hook; not named here

Definition at line 34 of file object_dispatch.h.