SSBM Decomp
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vi1201v1.c File Reference
#include "vi/vi1201v1.h"
#include "vi.h"
#include "baselib/forward.h"
#include "cm/camera.h"
#include "ef/efasync.h"
#include "ef/eflib.h"
#include "ef/efsync.h"
#include "ft/ftdemo.h"
#include "gm/gm_1601.h"
#include "gm/gm_unsplit.h"
#include "gr/ground.h"
#include "gr/stage.h"
#include "it/item.h"
#include "lb/lb_00B0.h"
#include "lb/lbarchive.h"
#include "lb/lbaudio_ax.h"
#include "lb/lbshadow.h"
#include "lb/lbspdisplay.h"
#include "mn/mnmain.h"
#include "mp/mpcoll.h"
#include "pl/player.h"
#include "sc/types.h"
#include "ty/toy.h"
#include "ty/tylist.h"
#include "vi/forward.h"
#include <baselib/aobj.h>
#include <baselib/cobj.h>
#include <baselib/fog.h>
#include <baselib/gobj.h>
#include <baselib/gobjgxlink.h>
#include <baselib/gobjobject.h>
#include <baselib/gobjplink.h>
#include <baselib/gobjproc.h>
#include <baselib/jobj.h>
#include <baselib/lobj.h>

Functions

void un_8031F980 (int arg0, int arg1)
void un_8031F990 (HSD_GObj *gobj)
void un_8031F9B4 (HSD_GObj *gobj)
static void order_sdata2 (void)
void un_8031F9D8 (CharacterKind char_index, int costume_id)
void fn_8031FAA8 (HSD_GObj *gobj)
void fn_8031FB90 (HSD_GObj *gobj)
void fn_8031FC30 (HSD_GObj *gobj)
void fn_8031FCBC (HSD_GObj *gobj)
static void un_8031FD18_SetupScene (void)
static void order_data (void)
void un_8031FD18_OnEnter (void *arg)
void un_80320490_OnFrame (void)

Variables

static SceneDescun_804D6FE0
static SceneDescun_804D6FE4
static HSD_Archiveun_804D6FE8
static HSD_Jointun_804D6FEC
static HSD_JObjun_804D6FF0
static GXColor un_804D6FF4
static s32 un_804D6FF8
static u8 un_804D6FFC
static u8 un_804D6FFD
static void * un_804D7000
un_804D7004_t un_804D7004
Vec3 player_spawn = { 0.0f, 0.0f, 0.0f }

Function Documentation

◆ un_8031F980()

void un_8031F980 ( int arg0,
int arg1 )

◆ un_8031F990()

void un_8031F990 ( HSD_GObj * gobj)

◆ un_8031F9B4()

void un_8031F9B4 ( HSD_GObj * gobj)

◆ order_sdata2()

void order_sdata2 ( void )
static
Todo
.sdata2 order hack

◆ un_8031F9D8()

void un_8031F9D8 ( CharacterKind char_index,
int costume_id )

◆ fn_8031FAA8()

void fn_8031FAA8 ( HSD_GObj * gobj)

◆ fn_8031FB90()

void fn_8031FB90 ( HSD_GObj * gobj)

◆ fn_8031FC30()

void fn_8031FC30 ( HSD_GObj * gobj)

◆ fn_8031FCBC()

void fn_8031FCBC ( HSD_GObj * gobj)

◆ un_8031FD18_SetupScene()

void un_8031FD18_SetupScene ( void )
inlinestatic

◆ order_data()

void order_data ( void )
static
Todo
.data order hack

◆ un_8031FD18_OnEnter()

void un_8031FD18_OnEnter ( void * arg)

◆ un_80320490_OnFrame()

void un_80320490_OnFrame ( void )

Variable Documentation

◆ un_804D6FE0

SceneDesc* un_804D6FE0
static

◆ un_804D6FE4

SceneDesc* un_804D6FE4
static

◆ un_804D6FE8

HSD_Archive* un_804D6FE8
static

◆ un_804D6FEC

HSD_Joint* un_804D6FEC
static

◆ un_804D6FF0

HSD_JObj* un_804D6FF0
static

◆ un_804D6FF4

GXColor un_804D6FF4
static

◆ un_804D6FF8

s32 un_804D6FF8
static

◆ un_804D6FFC

u8 un_804D6FFC
static

◆ un_804D6FFD

u8 un_804D6FFD
static

◆ un_804D7000

void* un_804D7000
static

◆ un_804D7004

un_804D7004_t un_804D7004

◆ player_spawn

Vec3 player_spawn = { 0.0f, 0.0f, 0.0f }