#include #include #include "code_80057C60.h" s16 D_8018CFE0; f32 D_8018CFE4; s16 D_8018CFE8; f32 D_8018CFEC; s16 D_8018CFF0; f32 D_8018CFF4; s16 D_8018CFF8; UNUSED s32 D_8018CFFC; s16 D_8018D000; UNUSED s32 D_8018D004; s16 D_8018D008; f32 D_8018D00C; s16 D_8018D010; UNUSED s32 D_8018D014; s16 D_8018D018; f32 xOrientation; // For mirror/extra mode s16 D_8018D020; f32 D_8018D028[8]; s16 D_8018D048; f32 D_8018D050[8]; s16 D_8018D070; f32 D_8018D078[8]; s16 D_8018D098; f32 D_8018D0A0[8]; s16 D_8018D0C0; f32 D_8018D0C8[8]; s16 D_8018D0E8; f32 D_8018D0F0[8]; s16 D_8018D110; s32 D_8018D114; UNUSED s32 D_8018D118[2]; s32 gMatrixHudCount; UNUSED s32 D_8018D128[6]; s32 D_8018D140; UNUSED s32 D_8018D148[2]; s32 D_8018D150; UNUSED s32 D_8018D154; s32 D_8018D158; UNUSED s32 D_8018D15C; s32 D_8018D160; UNUSED s32 D_8018D164; s32 D_8018D168; s16 D_8018D16C; s32 D_8018D170; //! Used for cycling through snowflakes in func_80078790 s16 D_8018D174; s32 D_8018D178; //! Also next free spot in D_8018CC80? s16 D_8018D17C; s32 D_8018D180; s16 D_8018D184; s32 gIsHUDVisible; s16 D_8018D18C; s32 D_8018D190; /** * Exact use unknown, something related to the mole groups * Maybe be indicating that a given mole in a given group is active? */ s8 D_8018D198[NUM_GROUP1_MOLES]; s32 D_8018D1A0; s8 D_8018D1A8[NUM_GROUP2_MOLES]; s32 D_8018D1B4; s8 D_8018D1B8[NUM_GROUP3_MOLES]; s32 D_8018D1C4; /** * These seem to be limits on different object types in Moo Moo Farm * See init_course_object in code_8006E9C0.c * Maybe max number of active moles in a given group of moles? */ s32 D_8018D1C8; s32 D_8018D1CC; s32 D_8018D1D0; s32 D_8018D1D4; s32 D_8018D1D8; s32 D_8018D1DC; UNUSED s32 D_8018D1E4; f32 D_8018D1E8; s32 D_8018D1EC; //! Number of used spots in D_8018CC80? s32 D_8018D1F0; UNUSED s32 D_8018D1F4; //! Next free spot in D_8018CC80? s32 D_8018D1F8; s32 D_8018D1FC; s16 D_8018D200; s32 D_8018D204; s16 D_8018D208; s32 D_8018D20C; s16 D_8018D210; bool D_8018D214; s16 D_8018D218; s32 D_8018D21C; /** * Destination for decompressed exhaust textures (I think) * I'm not how much I like this "pointer to an array" setup, but if it matches it matches */ u8 (*gCloudTexture)[1024]; s32 D_8018D224; u8 D_8018D228; s32 D_8018D22C; //! Something related to the display of the clouds/stars? s8 D_8018D230; UNUSED s32 D_8018D238[2]; uintptr_t D_8018D240; u8* D_8018D248[22]; f32 gMinimapPlayerScale; s32 D_8018D2A4; UNUSED s32 D_8018D2A8; s32 D_8018D2AC; s16 gMinimapWidth; s32 D_8018D2B4; s16 gMinimapHeight; s32 D_8018D2BC; s16 gMinimapX[4]; s32 D_8018D2C8[4]; s16 gMinimapY[4]; s16 gMinimapPlayerX; UNUSED s32 D_8018D2E4; s16 gMinimapPlayerY; UNUSED s32 D_8018D2EC; UNUSED s32 D_8018D2F4; UNUSED s32 D_8018D2FC; s32 D_8018D314; UNUSED s32 D_8018D31C; s32 D_8018D320; UNUSED s32 D_8018D328[22]; s32 D_8018D380; s32 D_8018D384; s32 D_8018D388; UNUSED s32 D_8018D390[11]; //! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes? s32 D_8018D3BC; //! Limit on some object type (ice chips?) in Sherbet Land s32 D_8018D3C0; //! Some sort of limiter on how many of some object type can spawn s32 D_8018D3C4; UNUSED s32 D_8018D3C8[3]; s32 D_8018D3D4; s32 D_8018D3D8; s32 D_8018D3DC; //! some alpha s32 D_8018D3E0; //! some red s32 D_8018D3E4; //! some green s32 D_8018D3E8; //! some blue s32 D_8018D3EC; s32 D_8018D3F0; s32 D_8018D3F4; s32 D_8018D3F8; s32 gRaceFrameCounter; s32 D_8018D400; UNUSED s32 D_8018D404; UNUSED s32 D_8018D408; s32 D_8018D40C; s32 D_8018D410; UNUSED s32 D_8018D418[2]; u8* D_8018D420; u8* D_8018D424; u8* D_8018D428; u8* D_8018D42C; u8* D_8018D430; u8* D_8018D434; u8* D_8018D438; u8* D_8018D43C; u8* D_8018D440; u8* D_8018D444; u8* D_8018D448; u8* D_8018D44C; u8* D_8018D450; u8* D_8018D454; u8* D_8018D458; u8* D_8018D45C; u8* D_8018D460; u8* D_8018D464; u8* D_8018D468; u8* D_8018D46C; u8* D_8018D470; u8* D_8018D474; u8* D_8018D478; UNUSED u8* D_8018D47C; u8* D_8018D480; u8* D_8018D484; u8* D_8018D488; u8* D_8018D48C; u8* D_8018D490; u8* D_8018D494; u8* D_8018D498; u8* D_8018D49C; u8* D_8018D4A0; u8* D_8018D4A4; u8* D_8018D4A8; u8* D_8018D4AC; u8* D_8018D4B0; u8* D_8018D4B4; u8* D_8018D4B8; u8* D_8018D4BC; u8* D_8018D4C0; u8* D_8018D4C4; u8* D_8018D4C8; Vec3f D_8018D4D0[8]; Vec3f D_8018D530[8]; Vec3f D_8018D590[8]; u16 gPlayerBalloonStatus[8][3]; Vec3s D_8018D620[8]; Vec3f D_8018D650[8]; Vec3f D_8018D6B0[8]; Vec3f D_8018D710[8]; Vec3s D_8018D770[8]; Vec3s D_8018D7A0[8]; Vec3s D_8018D7D0[8]; Vec3s D_8018D800[8]; Vec3s D_8018D830[8]; Vec3s D_8018D860[8]; Vec3s D_8018D890[8]; s16 gPlayerBalloonCount[8]; Vec3s D_8018D8D0[8];