10 switch (task->
state) {
14 if (object->
anim == 1) {
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
FieldState FIELDSTG_state
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_COMCD115
held until SOUND.keyOff
s32 stepAnimationOnce(StageTileAnim *obj, AnimFrame *frames, s32 depth)
Steps OBJ's animation through FRAMES by the frame time (at most 4) and returns its frame,...
StageTile * objects
the map objects, up to the first margin 0
void(* keyOff)(s32 id, s16 voice)
The map object with animation 1, played once with a sound when the substate is set to 1 (frame 5 befo...
void(* nextSubstate)(struct StageSoundTile *task)
void(* nextState)(struct StageSoundTile *task)
s16 voice
what SOUND.playSound returned
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
void updateSoundTile(StageSoundTile *task)
The map object of animation 1: frame 5 until substate 1 plays the stage's updateSoundTileFrames once,...
AnimFrame updateSoundTileFrames[]
Defined below, after the code that uses them.