21 y = (
u32)filePos >> 16;
29 actor->
pos[0] = actor->
pos[0] + 0x80;
56 if (actor->
scale > ONE) {
61 }
else if (actor->
scale < 0) {
111 if (actor->
anim >= 2) {
184 switch (actor->
state) {
203 switch (actor->
mode) {
284 actor->
scale = scale;
289 if (actor->
mode & 1) {
317 actor->
depth = depth;
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
FileCache FILE_CACHE
The file cache.
TrainState STGTRAIN_state
STGTRAIN.PRO: the gyms, where the partners train their stats.
TrainSprite * STGTRAIN_createSprite(void)
Creates an animated sprite.
s32(* isLoading)(s32 file)
s32(* next)(void)
0 to RANDOM_COUNT - 1
The children of a TrainActor.
TrainSprite * effect
of set 8
An animated sprite of an image set, as a training shows it (STGTRAIN_createActor): mode 1 idle,...
void(* nextState)(struct TrainActor *task)
void(* play)(struct TrainActor *actor)
void(* setClutPos)(struct TrainActor *actor, s32 x, s32 y)
void(* setScale)(struct TrainActor *actor, s32 scale)
void(* grow)(struct TrainActor *actor)
s32 result
the training worked
void(* pause)(struct TrainActor *actor)
void(* end)(struct TrainActor *actor)
s32 pos[4]
x, y, clutX, clutY: for loadSet
s32 chance
of the training working, in %
void(* setChance)(struct TrainActor *actor, s32 chance)
s32(* getResult)(struct TrainActor *actor)
void(* setSubstate)(struct TrainActor *task, s32 substate)
void(* setPos)(struct TrainActor *actor, s32 x, s32 y)
void(* shrink)(struct TrainActor *actor)
void(* nextSubstate)(struct TrainActor *task)
s32 file
of STGTRAIN_files
A sprite animation: its frames follow the header.
void(* setBank)(struct TrainSprite *sprite, TrainSpriteBank *bank, s32 offset)
void(* setScale)(struct TrainSprite *sprite, s32 x, s32 y, s32 z)
void(* setAnim)(struct TrainSprite *sprite, TrainAnim *anim)
void(* setClutPos)(struct TrainSprite *sprite, s32 x, s32 y)
s32(* getFlags)(struct TrainSprite *sprite)
void(* setImagePos)(struct TrainSprite *sprite, s32 x, s32 y)
void(* setPivot)(struct TrainSprite *sprite, s32 x, s32 y)
void(* setState)(struct TrainSprite *task, s32 state)
void(* setPos)(struct TrainSprite *sprite, s32 x, s32 y)
void(* setLayer)(struct TrainSprite *sprite, s32 layerId, s32 depth)
void(* setPaused)(struct TrainSprite *sprite, s32 paused)
TrainAnim *(* getAnim)(s32 set, s32 i)
s32(* getBankOffset)(s32 set)
TrainSpriteBank *(* getBank)(s32 set)
s32(* getFilePos)(s32 index)
y << 16 | x
s32(* loadSet)(s32 set, s32 *pos)
s32(* getFileEffectSameDepth)(s32 index)
s32(* getFileId)(s32 index)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find