SSBM Decomp
Loading...
Searching...
No Matches
forward.h
Go to the documentation of this file.
1#ifndef MELEE_FT_FORWARD_H
2#define MELEE_FT_FORWARD_H
3
4#include <platform.h>
5#include <placeholder.h>
6
7#include <baselib/forward.h>
8
9#include <dolphin/mtx.h>
10
11#define FIGHTERVARS_SIZE 0xF8
12
14typedef struct DObjList DObjList;
15typedef struct Fighter Fighter;
19typedef struct FighterBone FighterBone;
20typedef struct UnkPlBonusBits UnkPlBonusBits;
21typedef struct ft_800898B4_t ft_800898B4_t;
22typedef struct ftCmdScript ftCmdScript;
23typedef struct FtCmdState FtCmdState;
25typedef struct ftCommonData ftCommonData;
26typedef struct ftData ftData;
28typedef struct ftDeviceUnk1 ftDeviceUnk1;
29typedef struct ftDeviceUnk2 ftDeviceUnk2;
32typedef struct FtSFX FtSFX;
33typedef struct ftSubactionList ftSubactionList;
35typedef struct MotionState MotionState;
37typedef u32 MotionFlags;
38
39#ifdef M2CTX
40typedef struct Fighter_GObj Fighter_GObj;
41struct Fighter_GObj {
42 /* +0 */ u16 classifier;
43 /* +2 */ u8 p_link;
44 /* +3 */ u8 gx_link;
45 /* +4 */ u8 p_priority;
46 /* +5 */ u8 render_priority;
47 /* +6 */ u8 obj_kind;
48 /* +7 */ u8 user_data_kind;
49 /* +8 */ Fighter_GObj* next;
50 /* +C */ Fighter_GObj* prev;
51 /* +10 */ Fighter_GObj* next_gx;
52 /* +14 */ Fighter_GObj* prev_gx;
53 /* +18 */ HSD_GObjProc* proc;
54 /* +1C */ void (*rendered)(Fighter_GObj* gobj, s32 code);
55 /* +20 */ u64 gxlink_prios;
56 /* +28 */ HSD_JObj* hsd_obj;
57 /* +2C */ Fighter* user_data;
58 /* +30 */ void (*user_data_remove_func)(Fighter* data);
59 /* +34 */ void* x34_unk;
60};
61#else
62typedef struct HSD_GObj Fighter_GObj;
63#endif
64
65typedef char* (*Fighter_MotionFileStringGetter)(enum_t arg0);
66typedef void (*Fighter_ItemEvent)(HSD_GObj* gobj, bool arg1);
67typedef void (*Fighter_ModelEvent)(Fighter* fp, int arg1, bool arg2);
68typedef void (*Fighter_UnkMtxEvent)(HSD_GObj* gobj, int arg1, Mtx vmtx);
69typedef void (*Fighter_UnkPtrEvent)(int arg0, int* arg1, int* arg2);
70typedef void (*FighterEvent)(Fighter* fp);
71typedef void (*FtCmd)(Fighter_GObj* gobj, FtCmdState* cmd);
73
111
112typedef enum CharacterKind {
113 CKIND_CAPTAIN, // Captain Falcon (Captain)
114 CKIND_DONKEY, // Donkey Kong (Donkey)
115 CKIND_FOX, // Fox
116 CKIND_GAMEWATCH, // Mr. Game & Watch (GameWatch)
117 CKIND_KIRBY, // Kirby
118 CKIND_KOOPA, // Bowser (Koopa)
119 CKIND_LINK, // Link
120 CKIND_LUIGI, // Luigi
121 CKIND_MARIO, // Mario
122 CKIND_MARS, // Marth (Mars)
123 CKIND_MEWTWO, // Mewtwo
124 CKIND_NESS, // Ness
125 CKIND_PEACH, // Peach
126 CKIND_PIKACHU, // Pikachu
127 CKIND_POPONANA, // Ice Climbers (Popo & Nana)
128 CKIND_PURIN, // Jigglypuff (Purin)
129 CKIND_SAMUS, // Samus
130 CKIND_YOSHI, // Yoshi
131 CKIND_ZELDA, // Zelda (ZE->SE)
132 CKIND_SEAK, // Sheik (SE->ZE)
133 CKIND_FALCO, // Falco
134 CKIND_CLINK, // Young Link (CLink)
135 CKIND_DRMARIO, // Dr. Mario
136 CKIND_EMBLEM, // Roy (Emblem)
137 CKIND_PICHU, // Pichu
138 CKIND_GANON, // Ganondorf (Ganon)
139 CKIND_MASTERH, // Master Hand (MasterH)
140 CKIND_BOY, // Male Wireframe (Boy)
141 CKIND_GIRL, // Female Wireframe (Girl)
142 CKIND_GKOOPS, // Giga Bowser (GKoops)
143 CKIND_CREZYH, // Crazy Hand (CrezyH)
144 CHKIND_SANDBAG, // Sandbag
145 CHKIND_POPO, // Popo
146 CHKIND_NONE, // None
149
150static MotionFlags const Ft_MF_None = 0;
151
152static MotionFlags const Ft_MF_KeepFastFall = 1 << 0;
153
154static MotionFlags const Ft_MF_KeepGfx = 1 << 1;
155
158
160static MotionFlags const Ft_MF_SkipHit = 1 << 3;
161
163static MotionFlags const Ft_MF_SkipModel = 1 << 4;
164
165static MotionFlags const Ft_MF_SkipAnimVel = 1 << 5;
166
167static MotionFlags const Ft_MF_Unk06 = 1 << 6;
168
170static MotionFlags const Ft_MF_SkipMatAnim = 1 << 7;
171
174
175static MotionFlags const Ft_MF_KeepSfx = 1 << 9;
176
178static MotionFlags const Ft_MF_SkipParasol = 1 << 10;
179
181static MotionFlags const Ft_MF_SkipRumble = 1 << 11;
182
183static MotionFlags const Ft_MF_SkipColAnim = 1 << 12;
184
186static MotionFlags const Ft_MF_KeepAccessory = 1 << 13;
187
189static MotionFlags const Ft_MF_UpdateCmd = 1 << 14;
190
191static MotionFlags const Ft_MF_SkipNametagVis = 1 << 15;
192
195
196static MotionFlags const Ft_MF_KeepSwordTrail = 1 << 17;
197
199static MotionFlags const Ft_MF_SkipItemVis = 1 << 18;
200
202static MotionFlags const Ft_MF_Unk19 = 1 << 19;
203
204static MotionFlags const Ft_MF_UnkUpdatePhys = 1 << 20;
205
207static MotionFlags const Ft_MF_FreezeState = 1 << 21;
208
209static MotionFlags const Ft_MF_SkipModelPartVis = 1 << 22;
210
211static MotionFlags const Ft_MF_SkipMetalB = 1 << 23;
212
213static MotionFlags const Ft_MF_Unk24 = 1 << 24;
214
215static MotionFlags const Ft_MF_SkipAttackCount = 1 << 25;
216
217static MotionFlags const Ft_MF_SkipModelFlags = 1 << 26;
218
219static MotionFlags const Ft_MF_Unk27 = 1 << 27;
220
221static MotionFlags const Ft_MF_SkipHitStun = 1 << 28;
222
224static MotionFlags const Ft_MF_SkipAnim = 1 << 29;
225
226static MotionFlags const Ft_MF_Unk30 = 1 << 30;
227
229static MotionFlags const Ft_MF_Unk31 = 1 << 31;
230
231// Ledge Grab Macros
232
233#define CLIFFCATCH_BOTH 0
234#define CLIFFCATCH_LEFT -1
235#define CLIFFCATCH_RIGHT 1
236
293
299
300typedef enum FtMoveId {
396} FtMoveId;
397
404
411
412#if M2CTX
413#define Ft_Dynamics_NumMax 10
414#else
415static ssize_t const Ft_Dynamics_NumMax = 10;
416#endif
417
418#endif
HSD_Pad prev
Definition dbinit.c:23
void(* FtCmd)(Fighter_GObj *gobj, FtCmdState *cmd)
Definition forward.h:71
void(* Fighter_UnkMtxEvent)(HSD_GObj *gobj, int arg1, Mtx vmtx)
Definition forward.h:68
static MotionFlags const Ft_MF_None
Definition forward.h:150
CharacterKind
Definition forward.h:112
@ CKIND_ZELDA
Definition forward.h:131
@ CKIND_LINK
Definition forward.h:119
@ CKIND_NESS
Definition forward.h:124
@ CHKIND_POPO
Definition forward.h:145
@ CKIND_GANON
Definition forward.h:138
@ CHKIND_NONE
Definition forward.h:146
@ CKIND_POPONANA
Definition forward.h:127
@ CKIND_CAPTAIN
Definition forward.h:113
@ CKIND_GKOOPS
Definition forward.h:142
@ CHKIND_SANDBAG
Definition forward.h:144
@ CKIND_LUIGI
Definition forward.h:120
@ CKIND_SEAK
Definition forward.h:132
@ CKIND_CREZYH
Definition forward.h:143
@ CKIND_SAMUS
Definition forward.h:129
@ CKIND_MARS
Definition forward.h:122
@ CKIND_DRMARIO
Definition forward.h:135
@ CKIND_MARIO
Definition forward.h:121
@ CKIND_DONKEY
Definition forward.h:114
@ CKIND_MEWTWO
Definition forward.h:123
@ CHKIND_MAX
Definition forward.h:147
@ CKIND_FALCO
Definition forward.h:133
@ CKIND_PIKACHU
Definition forward.h:126
@ CKIND_PICHU
Definition forward.h:137
@ CKIND_KIRBY
Definition forward.h:117
@ CKIND_EMBLEM
Definition forward.h:136
@ CKIND_FOX
Definition forward.h:115
@ CKIND_GIRL
Definition forward.h:141
@ CKIND_KOOPA
Definition forward.h:118
@ CKIND_PURIN
Definition forward.h:128
@ CKIND_MASTERH
Definition forward.h:139
@ CKIND_CLINK
Definition forward.h:134
@ CKIND_PEACH
Definition forward.h:125
@ CKIND_GAMEWATCH
Definition forward.h:116
@ CKIND_YOSHI
Definition forward.h:130
@ CKIND_BOY
Definition forward.h:140
static MotionFlags const Ft_MF_KeepGfx
Definition forward.h:154
static MotionFlags const Ft_MF_SkipRumble
Ignore rumble update?
Definition forward.h:181
static MotionFlags const Ft_MF_SkipAttackCount
Definition forward.h:215
bool(* ftDevice_Callback0)(UNK_T, HSD_GObj *, Vec3 *)
Definition forward.h:72
enum_t FtMotionId
Definition forward.h:13
static MotionFlags const Ft_MF_KeepColAnimPartHitStatus
Assume this is for individual bones?
Definition forward.h:194
FtWalkType
Definition forward.h:294
@ FtWalkType_Slow
Definition forward.h:295
@ FtWalkType_Middle
Definition forward.h:296
@ FtWalkType_Fast
Definition forward.h:297
static MotionFlags const Ft_MF_KeepAccessory
Keep respawn platform?
Definition forward.h:186
void(* Fighter_ModelEvent)(Fighter *fp, int arg1, bool arg2)
Definition forward.h:67
static MotionFlags const Ft_MF_UpdateCmd
Run all Subaction Events up to the current animation frame.
Definition forward.h:189
static MotionFlags const Ft_MF_SkipItemVis
Used by Ness during Up/Down Smash.
Definition forward.h:199
static MotionFlags const Ft_MF_Unk24
Definition forward.h:213
void(* FighterEvent)(Fighter *fp)
Definition forward.h:70
static MotionFlags const Ft_MF_FreezeState
Sets anim rate to 0 and some other stuff.
Definition forward.h:207
static MotionFlags const Ft_MF_SkipModelFlags
Definition forward.h:217
static MotionFlags const Ft_MF_SkipParasol
Ignore Parasol state change.
Definition forward.h:178
static ssize_t const Ft_Dynamics_NumMax
Definition forward.h:415
FighterKind
Definition forward.h:74
@ FTKIND_BOY
Definition forward.h:104
@ FTKIND_GANON
Definition forward.h:100
@ FTKIND_ZELDA
Definition forward.h:94
@ FTKIND_PICHU
Definition forward.h:98
@ FTKIND_CLINK
Definition forward.h:95
@ FTKIND_PIKACHU
Definition forward.h:87
@ FTKIND_NONE
Definition forward.h:108
@ FTKIND_GKOOPS
Definition forward.h:106
@ FTKIND_NESS
Definition forward.h:83
@ FTKIND_EMBLEM
Definition forward.h:101
@ FTKIND_KIRBY
Definition forward.h:79
@ FTKIND_POPO
Definition forward.h:85
@ FTKIND_CAPTAIN
Definition forward.h:77
@ FTKIND_FALCO
Definition forward.h:97
@ FTKIND_PEACH
Definition forward.h:84
@ FTKIND_MAX
Definition forward.h:109
@ FTKIND_GIRL
Definition forward.h:105
@ FTKIND_GAMEWATCH
Definition forward.h:99
@ FTKIND_MARS
Definition forward.h:93
@ FTKIND_LUIGI
Definition forward.h:92
@ FTKIND_KOOPA
Definition forward.h:80
@ FTKIND_DONKEY
Definition forward.h:78
@ FTKIND_SAMUS
Definition forward.h:88
@ FTKIND_FOX
Definition forward.h:76
@ FTKIND_LINK
Definition forward.h:81
@ FTKIND_NANA
Definition forward.h:86
@ FTKIND_DRMARIO
Definition forward.h:96
@ FTKIND_SANDBAG
Definition forward.h:107
@ FTKIND_YOSHI
Definition forward.h:89
@ FTKIND_MASTERH
Definition forward.h:102
@ FTKIND_SEAK
Definition forward.h:82
@ FTKIND_CREZYH
Definition forward.h:103
@ FTKIND_MEWTWO
Definition forward.h:91
@ FTKIND_PURIN
Definition forward.h:90
@ FTKIND_MARIO
Definition forward.h:75
static MotionFlags const Ft_MF_SkipModelPartVis
Definition forward.h:209
static MotionFlags const Ft_MF_UnkUpdatePhys
Definition forward.h:204
static MotionFlags const Ft_MF_Unk06
Definition forward.h:167
static MotionFlags const Ft_MF_Unk19
Skips updating bit 5 of #Fighter::x2222_flag?
Definition forward.h:202
static MotionFlags const Ft_MF_KeepColAnimHitStatus
Preserve full body collision state.
Definition forward.h:157
static MotionFlags const Ft_MF_Unk31
Unused?
Definition forward.h:229
static MotionFlags const Ft_MF_Unk27
Definition forward.h:219
static MotionFlags const Ft_MF_SkipNametagVis
Definition forward.h:191
void(* Fighter_UnkPtrEvent)(int arg0, int *arg1, int *arg2)
Definition forward.h:69
void(* Fighter_ItemEvent)(HSD_GObj *gobj, bool arg1)
Definition forward.h:66
static MotionFlags const Ft_MF_SkipHitStun
Definition forward.h:221
static MotionFlags const Ft_MF_KeepSwordTrail
Definition forward.h:196
static MotionFlags const Ft_MF_SkipModel
Ignore model state change ?
Definition forward.h:163
static MotionFlags const Ft_MF_SkipThrowException
Resets thrower GObj pointer to NULL if false?
Definition forward.h:173
static MotionFlags const Ft_MF_KeepSfx
Definition forward.h:175
static MotionFlags const Ft_MF_SkipAnim
Keeps current fighter animation?
Definition forward.h:224
static MotionFlags const Ft_MF_Unk30
Definition forward.h:226
static MotionFlags const Ft_MF_KeepFastFall
Definition forward.h:152
SmashState
Definition forward.h:398
@ SmashState_None
Definition forward.h:399
@ SmashState_Release
Definition forward.h:402
@ SmashState_PreCharge
Definition forward.h:400
@ SmashState_Charging
Definition forward.h:401
FtMoveId
Definition forward.h:300
@ FtMoveId_ThrowB
Definition forward.h:355
@ FtMoveId_Parasol
Definition forward.h:388
@ FtMoveId_AttackAirF
Definition forward.h:315
@ FtMoveId_BatSwingDash
Definition forward.h:371
@ FtMoveId_LGunShoot
Definition forward.h:389
@ FtMoveId_AttackDash
Definition forward.h:307
@ FtMoveId_LipstickSwing3
Definition forward.h:385
@ FtMoveId_CargoThrowB
Definition forward.h:359
@ FtMoveId_BatSwing3
Definition forward.h:369
@ FtMoveId_KbSpecialNYs
Definition forward.h:335
@ FtMoveId_ThrowLw
Definition forward.h:357
@ FtMoveId_SpecialHi
Definition forward.h:321
@ FtMoveId_KbSpecialNGw
Definition forward.h:345
@ FtMoveId_AttackAirB
Definition forward.h:316
@ FtMoveId_CatchAttack
Definition forward.h:353
@ FtMoveId_AttackHi3
Definition forward.h:309
@ FtMoveId_KbSpecialNPk
Definition forward.h:333
@ FtMoveId_CargoThrowF
Definition forward.h:358
@ FtMoveId_CargoThrowLw
Definition forward.h:361
@ FtMoveId_KbSpecialNPe
Definition forward.h:331
@ FtMoveId_KbSpecialNDr
Definition forward.h:342
@ FtMoveId_None
Definition forward.h:301
@ FtMoveId_SwordSwing3
Definition forward.h:365
@ FtMoveId_KbSpecialNZd
Definition forward.h:340
@ FtMoveId_KbSpecialNSk
Definition forward.h:329
@ FtMoveId_AttackS4
Definition forward.h:311
@ FtMoveId_KbSpecialNPp
Definition forward.h:332
@ FtMoveId_StarRodSwing1
Definition forward.h:380
@ FtMoveId_SwordSwingDash
Definition forward.h:367
@ FtMoveId_CliffAttackQuick
Definition forward.h:363
@ FtMoveId_KbSpecialNMr
Definition forward.h:323
@ FtMoveId_KbSpecialNFx
Definition forward.h:324
@ FtMoveId_ThrowHi
Definition forward.h:356
@ FtMoveId_ParasolSwing4
Definition forward.h:374
@ FtMoveId_AttackAirN
Definition forward.h:314
@ FtMoveId_WarpStarFall
Definition forward.h:395
@ FtMoveId_KbSpecialNSs
Definition forward.h:334
@ FtMoveId_StarRodSwing3
Definition forward.h:381
@ FtMoveId_KbSpecialNCa
Definition forward.h:325
@ FtMoveId_ScopeFire
Definition forward.h:393
@ FtMoveId_AttackS3
Definition forward.h:308
@ FtMoveId_SpecialLw
Definition forward.h:322
@ FtMoveId_BatSwing4
Definition forward.h:370
@ FtMoveId_ParasolSwing1
Definition forward.h:372
@ FtMoveId_HarisenSwing4
Definition forward.h:378
@ FtMoveId_ParasolSwing3
Definition forward.h:373
@ FtMoveId_SpecialN
Definition forward.h:319
@ FtMoveId_KbSpecialNCl
Definition forward.h:341
@ FtMoveId_AttackAirHi
Definition forward.h:317
@ FtMoveId_KbSpecialNNs
Definition forward.h:330
@ FtMoveId_Unk48
Definition forward.h:349
@ FtMoveId_KbSpecialNKp
Definition forward.h:327
@ FtMoveId_KbSpecialNLg
Definition forward.h:338
@ FtMoveId_AttackLw3
Definition forward.h:310
@ FtMoveId_ScopeRapid
Definition forward.h:392
@ FtMoveId_ParasolSwingDash
Definition forward.h:375
@ FtMoveId_LipstickSwing4
Definition forward.h:386
@ FtMoveId_Attack100
Definition forward.h:306
@ FtMoveId_AttackHi4
Definition forward.h:312
@ FtMoveId_KbSpecialNPr
Definition forward.h:336
@ FtMoveId_KbSpecialNDk
Definition forward.h:326
@ FtMoveId_Default
Definition forward.h:302
@ FtMoveId_KbSpecialNPc
Definition forward.h:344
@ FtMoveId_BatSwing1
Definition forward.h:368
@ FtMoveId_KbSpecialNMt
Definition forward.h:337
@ FtMoveId_DownAttackD
Definition forward.h:352
@ FtMoveId_CargoThrowHi
Definition forward.h:360
@ FtMoveId_HarisenSwing1
Definition forward.h:376
@ FtMoveId_SwordSwing4
Definition forward.h:366
@ FtMoveId_KbSpecialNGk
Definition forward.h:348
@ FtMoveId_SwordSwing1
Definition forward.h:364
@ FtMoveId_LipstickSwingDash
Definition forward.h:387
@ FtMoveId_KbSpecialNFc
Definition forward.h:343
@ FtMoveId_Screw
Definition forward.h:391
@ FtMoveId_KbSpecialNFe
Definition forward.h:347
@ FtMoveId_KbSpecialNMs
Definition forward.h:339
@ FtMoveId_AttackLw4
Definition forward.h:313
@ FtMoveId_Hammer
Definition forward.h:394
@ FtMoveId_LipstickSwing1
Definition forward.h:384
@ FtMoveId_FireFlowerShoot
Definition forward.h:390
@ FtMoveId_SpecialS
Definition forward.h:320
@ FtMoveId_CliffAttackSlow
Definition forward.h:362
@ FtMoveId_StarRodSwingDash
Definition forward.h:383
@ FtMoveId_Attack11
Definition forward.h:303
@ FtMoveId_DownAttackU
Definition forward.h:351
@ FtMoveId_Attack12
Definition forward.h:304
@ FtMoveId_Attack13
Definition forward.h:305
@ FtMoveId_KbSpecialNLk
Definition forward.h:328
@ FtMoveId_Unk49
Definition forward.h:350
@ FtMoveId_HarisenSwing3
Definition forward.h:377
@ FtMoveId_KbSpecialNGn
Definition forward.h:346
@ FtMoveId_AttackAirLw
Definition forward.h:318
@ FtMoveId_ThrowF
Definition forward.h:354
@ FtMoveId_StarRodSwing4
Definition forward.h:382
@ FtMoveId_HarisenSwingDash
Definition forward.h:379
static MotionFlags const Ft_MF_SkipAnimVel
Definition forward.h:165
struct ftMaterial_UnkTevStruct ftMaterial_UnkTevStruct
Definition forward.h:31
u32 MotionFlags
Definition forward.h:37
static MotionFlags const Ft_MF_SkipColAnim
Definition forward.h:183
static MotionFlags const Ft_MF_SkipMatAnim
Ignore switching to character's "hurt" textures ?
Definition forward.h:170
static MotionFlags const Ft_MF_SkipMetalB
Definition forward.h:211
ftCommon_BuryType
Definition forward.h:405
@ BuryType_Unk2
Definition forward.h:408
@ BuryType_Unk1
Definition forward.h:407
@ BuryType_Unk0
Definition forward.h:406
@ BuryType_Unk3
Definition forward.h:409
Fighter_Part
Definition forward.h:237
@ FtPart_LHandN
Definition forward.h:259
@ FtPart_RThumbNa
Definition forward.h:286
@ FtPart_TransN2
Definition forward.h:290
@ FtPart_L1stNb
Definition forward.h:261
@ FtPart_L1stNa
Definition forward.h:260
@ FtPart_RKneeJ
Definition forward.h:251
@ FtPart_LLegJA
Definition forward.h:244
@ FtPart_R3rdNa
Definition forward.h:282
@ FtPart_LArmJ
Definition forward.h:258
@ FtPart_109
Definition forward.h:291
@ FtPart_ThrowN
Definition forward.h:289
@ FtPart_L3rdNb
Definition forward.h:265
@ FtPart_NeckN
Definition forward.h:271
@ FtPart_RShoulderJA
Definition forward.h:274
@ FtPart_L2ndNa
Definition forward.h:262
@ FtPart_R1stNb
Definition forward.h:279
@ FtPart_XRotN
Definition forward.h:240
@ FtPart_YRotN
Definition forward.h:241
@ FtPart_RLegJA
Definition forward.h:249
@ FtPart_R4thNa
Definition forward.h:284
@ FtPart_L4thNa
Definition forward.h:266
@ FtPart_RHandN
Definition forward.h:277
@ FtPart_LHandNb
Definition forward.h:270
@ FtPart_L2ndNb
Definition forward.h:263
@ FtPart_LThumbNb
Definition forward.h:269
@ FtPart_RFootJA
Definition forward.h:252
@ FtPart_TopN
Definition forward.h:238
@ FtPart_RHandNb
Definition forward.h:288
@ FtPart_R4thNb
Definition forward.h:285
@ FtPart_LLegJ
Definition forward.h:245
@ FtPart_RFootJ
Definition forward.h:253
@ FtPart_LFootJ
Definition forward.h:248
@ FtPart_LKneeJ
Definition forward.h:246
@ FtPart_R3rdNb
Definition forward.h:283
@ FtPart_R1stNa
Definition forward.h:278
@ FtPart_R2ndNa
Definition forward.h:280
@ FtPart_RShoulderJ
Definition forward.h:275
@ FtPart_LFootJA
Definition forward.h:247
@ FtPart_L3rdNa
Definition forward.h:264
@ FtPart_R2ndNb
Definition forward.h:281
@ FtPart_HipN
Definition forward.h:242
@ FtPart_WaistN
Definition forward.h:243
@ FtPart_LShoulderN
Definition forward.h:255
@ FtPart_LShoulderJA
Definition forward.h:256
@ FtPart_RThumbNb
Definition forward.h:287
@ FtPart_RShoulderN
Definition forward.h:273
@ FtPart_RArmJ
Definition forward.h:276
@ FtPart_RLegJ
Definition forward.h:250
@ FtPart_L4thNb
Definition forward.h:267
@ FtPart_BustN
Definition forward.h:254
@ FtPart_LShoulderJ
Definition forward.h:257
@ FtPart_HeadN
Definition forward.h:272
@ FtPart_TransN
Definition forward.h:239
@ FtPart_LThumbNa
Definition forward.h:268
static MotionFlags const Ft_MF_SkipHit
Keep hitboxes.
Definition forward.h:160
#define UNK_T
Definition placeholder.h:32
int enum_t
The underlying type of an enum, used as a placeholder.
Definition platform.h:9
static unsigned long int next
Definition rand.c:3
int bool
A signed integer used to contain boolean values.
Definition stdbool.h:8
signed int ssize_t
Definition stddef.h:5
Definition types.h:560
Definition types.h:741
Definition types.h:1978
Definition types.h:848
Definition types.h:854
Definition types.h:1121
Definition types.h:1861
Definition types.h:543
Definition gobjproc.h:8
Definition gobj.h:26
Definition jobj.h:107
Definition types.h:807
Definition types.h:1856
Definition types.h:1088
Definition types.h:904
Definition types.h:649
Definition types.h:54
Definition types.h:1851
Definition types.h:583
Definition types.h:912
Definition types.h:917
Definition types.h:92
Definition types.h:900
Definition types.h:1101
Definition types.h:1846