SpaghettiKart
Loading...
Searching...
No Matches
Game.h File Reference
#include <libultraship.h>
#include "engine/tracks/Track.h"
#include "engine/HM_Intro.h"
#include "macros.h"
#include "camera.h"
#include "actor_types.h"
#include "code_800029B0.h"
Include dependency graph for Game.h:

Go to the source code of this file.

Functions

void Graphics_PushFrame (Gfx *pool)
 
uintptr_t CM_GetTrack ()
 
PropertiesCM_GetProps ()
 
void HM_InitIntro (void)
 
void HM_TickIntro (void)
 
void HM_DrawIntro (void)
 
void CM_DisplayBattleBombKart (s32 playerId, s32 primAlpha)
 
void CM_DrawBattleBombKarts (s32 cameraId)
 
u32 WorldNextCup (void)
 
u32 WorldPreviousCup (void)
 
u32 GetCupIndex (void)
 
const char * GetCupName (void)
 
void LoadTrack ()
 
void CM_SetCup (void *)
 
void CM_SetCupIndex (size_t index)
 
void CM_DrawTrack (ScreenContext *arg0)
 
void CM_SpawnStarterLakitu ()
 
void CM_ActivateFinishLakitu (s32 playerId)
 
void CM_ActivateSecondLapLakitu (s32 playerId)
 
void CM_ActivateFinalLapLakitu (s32 playerId)
 
void CM_ActivateReverseLakitu (s32 playerId)
 
void CM_DrawActors (Camera *camera)
 
void CM_DrawStaticMeshActors ()
 
CameraCM_GetPlayerCamera (s32 playerIndex)
 
void CM_SetViewProjection (Camera *camera)
 
void CM_TickCameras ()
 
CameraCM_AddCamera (Vec3f spawn, s16 rot, u32 mode)
 
CameraCM_AddFreeCamera (Vec3f spawn, s16 rot, u32 mode)
 
CameraCM_AddTourCamera (Vec3f spawn, s16 rot, u32 mode)
 
bool CM_IsTourEnabled ()
 
CameraCM_AddLookBehindCamera (Vec3f spawn, s16 rot, u32 mode)
 
void CM_AttachCamera (Camera *camera, s32 playerIdx)
 
void CM_SetFreeCamera (bool state)
 
void CM_CameraSetActive (size_t idx, bool state)
 
void CM_ActivateTourCamera (Camera *camera)
 
void CM_TickObjects ()
 
void CM_TickObjects60fps ()
 
void CM_DrawObjects (s32 cameraId)
 
void CM_TickEditor ()
 
void CM_DrawEditor ()
 
void CM_TickDraw ()
 
void Editor_ClearMatrix ()
 
void Editor_CleanWorld ()
 
void CM_TickParticles (void)
 
void CM_DrawParticles (s32 cameraId)
 
void CM_RaceDrawSky (ScreenContext *screen, s32 someId)
 
void CM_Waypoints (Player *player, int8_t playerId)
 
void CM_SomeCollisionThing (Player *player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f32 *arg4, f32 *arg5, f32 *arg6, f32 *arg7)
 
void CM_InitTrackObjects ()
 
void CM_TickTrackObjects ()
 
void CM_DrawTrackObjects (s32 cameraId)
 
void CM_SomeSounds ()
 
void CM_CreditsSpawnActors ()
 
void CM_WhatDoesThisDo (Player *player, int8_t playerId)
 
void CM_WhatDoesThisDoAI (Player *player, int8_t playerId)
 
void CM_SetStaffGhost ()
 
void CM_BombKartsWaypoint (s32 cameraId)
 
void CM_TickTrack ()
 
s32 CM_GetCrossingOnTriggered (uintptr_t *crossing)
 
void CM_BeginPlay ()
 
void CM_DrawTransparency (ScreenContext *screen, uint16_t pathCounter, uint16_t cameraRot, uint16_t playerDirection)
 
void CM_AICrossingBehaviour (s32 playerId)
 
void CM_ClearVehicles (void)
 
void CM_CrossingTrigger ()
 
void CM_VehicleCollision (s32 playerId, Player *player)
 
void CM_TickActors ()
 
void CM_DrawBombKarts (s32 cameraId)
 
void SetMarioRaceway (void)
 
size_t GetCupCursorPosition ()
 
void SetCupCursorPosition (size_t position)
 
size_t GetCupSize ()
 
void * GetTrack (void)
 
struct ActorCM_GetActor (size_t index)
 
void CM_DeleteActor (size_t index)
 
struct ActorCM_AddBaseActor ()
 
void CM_ActorBeginPlay (struct Actor *actor)
 
void CM_ActorGenerateCollision (struct Actor *actor)
 
void Editor_AddLight (s8 *direction)
 
size_t CM_GetActorSize ()
 
size_t CM_FindActorIndex (struct Actor *actor)
 
void CM_ActorCollision (Player *player, struct Actor *actor)
 
void CM_CleanCameras (void)
 
void CM_CleanWorld (void)
 
f32 CM_GetWaterLevel (Vec3f pos, Collision *collision)
 
bool IsMarioRaceway ()
 
bool IsLuigiRaceway ()
 
bool IsChocoMountain ()
 
bool IsBowsersCastle ()
 
bool IsBansheeBoardwalk ()
 
bool IsYoshiValley ()
 
bool IsFrappeSnowland ()
 
bool IsKoopaTroopaBeach ()
 
bool IsRoyalRaceway ()
 
bool IsMooMooFarm ()
 
bool IsToadsTurnpike ()
 
bool IsKalimariDesert ()
 
bool IsSherbetLand ()
 
bool IsRainbowRoad ()
 
bool IsWarioStadium ()
 
bool IsBlockFort ()
 
bool IsSkyscraper ()
 
bool IsDoubleDeck ()
 
bool IsDkJungle ()
 
bool IsBigDonut ()
 
bool IsPodiumCeremony ()
 
void SelectMarioRaceway ()
 
void SelectLuigiRaceway ()
 
void SelectChocoMountain ()
 
void SelectBowsersCastle ()
 
void SelectBansheeBoardwalk ()
 
void SelectYoshiValley ()
 
void SelectFrappeSnowland ()
 
void SelectKoopaTroopaBeach ()
 
void SelectRoyalRaceway ()
 
void SelectMooMooFarm ()
 
void SelectToadsTurnpike ()
 
void SelectKalimariDesert ()
 
void SelectSherbetLand ()
 
void SelectRainbowRoad ()
 
void SelectWarioStadium ()
 
void SelectBlockFort ()
 
void SelectSkyscraper ()
 
void SelectDoubleDeck ()
 
void SelectDkJungle ()
 
void SelectBigDonut ()
 
void SelectPodiumCeremony ()
 
void * GetMushroomCup (void)
 
void * GetFlowerCup (void)
 
void * GetStarCup (void)
 
void * GetSpecialCup (void)
 
void * GetBattleCup (void)
 
void * GetCup ()
 
void CM_RunGarbageCollector (void)
 
void CM_ResetAudio (void)
 
NORETURN void CM_ThrowRuntimeError (const char *fmt,...)
 

Variables

s32 gTrophyIndex
 

Function Documentation

◆ CM_ActivateFinalLapLakitu()

void CM_ActivateFinalLapLakitu ( s32 playerId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActivateFinishLakitu()

void CM_ActivateFinishLakitu ( s32 playerId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActivateReverseLakitu()

void CM_ActivateReverseLakitu ( s32 playerId)
Here is the call graph for this function:

◆ CM_ActivateSecondLapLakitu()

void CM_ActivateSecondLapLakitu ( s32 playerId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActivateTourCamera()

void CM_ActivateTourCamera ( Camera * camera)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActorBeginPlay()

void CM_ActorBeginPlay ( struct Actor * actor)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActorCollision()

void CM_ActorCollision ( Player * player,
struct Actor * actor )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ActorGenerateCollision()

void CM_ActorGenerateCollision ( struct Actor * actor)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AddBaseActor()

struct Actor * CM_AddBaseActor ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AddCamera()

Camera * CM_AddCamera ( Vec3f spawn,
s16 rot,
u32 mode )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AddFreeCamera()

Camera * CM_AddFreeCamera ( Vec3f spawn,
s16 rot,
u32 mode )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AddLookBehindCamera()

Camera * CM_AddLookBehindCamera ( Vec3f spawn,
s16 rot,
u32 mode )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AddTourCamera()

Camera * CM_AddTourCamera ( Vec3f spawn,
s16 rot,
u32 mode )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AICrossingBehaviour()

void CM_AICrossingBehaviour ( s32 playerId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_AttachCamera()

void CM_AttachCamera ( Camera * camera,
s32 playerIdx )
Here is the caller graph for this function:

◆ CM_BeginPlay()

void CM_BeginPlay ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_BombKartsWaypoint()

void CM_BombKartsWaypoint ( s32 cameraId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_CameraSetActive()

void CM_CameraSetActive ( size_t idx,
bool state )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_CleanCameras()

void CM_CleanCameras ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_CleanWorld()

void CM_CleanWorld ( void )

Clean up actors and other game objects.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ClearVehicles()

void CM_ClearVehicles ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_CreditsSpawnActors()

void CM_CreditsSpawnActors ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_CrossingTrigger()

void CM_CrossingTrigger ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DeleteActor()

void CM_DeleteActor ( size_t index)
Here is the call graph for this function:

◆ CM_DisplayBattleBombKart()

void CM_DisplayBattleBombKart ( s32 playerId,
s32 primAlpha )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawActors()

void CM_DrawActors ( Camera * camera)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawBattleBombKarts()

void CM_DrawBattleBombKarts ( s32 cameraId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawBombKarts()

void CM_DrawBombKarts ( s32 cameraId)

◆ CM_DrawEditor()

void CM_DrawEditor ( )
Here is the caller graph for this function:

◆ CM_DrawObjects()

void CM_DrawObjects ( s32 cameraId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawParticles()

void CM_DrawParticles ( s32 cameraId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawStaticMeshActors()

void CM_DrawStaticMeshActors ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawTrack()

void CM_DrawTrack ( ScreenContext * screen)

Tracks are rendered in two ways 1) Track sections --> The scene is split into multiple sections and rendered piece by piece 2) Full scene --> The entire scene is rendered at once

Custom tracks only use the Render() method, and they only render the full scene. They do not use DrawCredits() and they do not use track sections.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawTrackObjects()

void CM_DrawTrackObjects ( s32 cameraId)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_DrawTransparency()

void CM_DrawTransparency ( ScreenContext * screen,
uint16_t pathCounter,
uint16_t cameraRot,
uint16_t playerDirection )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_FindActorIndex()

size_t CM_FindActorIndex ( struct Actor * actor)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetActor()

struct Actor * CM_GetActor ( size_t index)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetActorSize()

size_t CM_GetActorSize ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetCrossingOnTriggered()

s32 CM_GetCrossingOnTriggered ( uintptr_t * crossing)
Here is the caller graph for this function:

◆ CM_GetPlayerCamera()

Camera * CM_GetPlayerCamera ( s32 playerIndex)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetProps()

Properties * CM_GetProps ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetTrack()

uintptr_t CM_GetTrack ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_GetWaterLevel()

f32 CM_GetWaterLevel ( Vec3f pos,
Collision * collision )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_InitTrackObjects()

void CM_InitTrackObjects ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_IsTourEnabled()

bool CM_IsTourEnabled ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_RaceDrawSky()

void CM_RaceDrawSky ( ScreenContext * screen,
s32 someId )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ResetAudio()

void CM_ResetAudio ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_RunGarbageCollector()

void CM_RunGarbageCollector ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SetCup()

void CM_SetCup ( void * cup)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SetCupIndex()

void CM_SetCupIndex ( size_t index)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SetFreeCamera()

void CM_SetFreeCamera ( bool state)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SetStaffGhost()

void CM_SetStaffGhost ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SetViewProjection()

void CM_SetViewProjection ( Camera * camera)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SomeCollisionThing()

void CM_SomeCollisionThing ( Player * player,
Vec3f arg1,
Vec3f arg2,
Vec3f arg3,
f32 * arg4,
f32 * arg5,
f32 * arg6,
f32 * arg7 )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SomeSounds()

void CM_SomeSounds ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_SpawnStarterLakitu()

void CM_SpawnStarterLakitu ( )

This should only be ran once per track, otherwise animation/timings might become sped up.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_ThrowRuntimeError()

NORETURN void CM_ThrowRuntimeError ( const char * fmt,
... )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickActors()

void CM_TickActors ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickCameras()

void CM_TickCameras ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickDraw()

void CM_TickDraw ( )

◆ CM_TickEditor()

void CM_TickEditor ( )
Here is the caller graph for this function:

◆ CM_TickObjects()

void CM_TickObjects ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickObjects60fps()

void CM_TickObjects60fps ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickParticles()

void CM_TickParticles ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickTrack()

void CM_TickTrack ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_TickTrackObjects()

void CM_TickTrackObjects ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_VehicleCollision()

void CM_VehicleCollision ( s32 playerId,
Player * player )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_Waypoints()

void CM_Waypoints ( Player * player,
int8_t playerId )
Here is the call graph for this function:

◆ CM_WhatDoesThisDo()

void CM_WhatDoesThisDo ( Player * player,
int8_t playerId )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ CM_WhatDoesThisDoAI()

void CM_WhatDoesThisDoAI ( Player * player,
int8_t playerId )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ Editor_AddLight()

void Editor_AddLight ( s8 * direction)

◆ Editor_CleanWorld()

void Editor_CleanWorld ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ Editor_ClearMatrix()

void Editor_ClearMatrix ( )
Here is the caller graph for this function:

◆ GetBattleCup()

void * GetBattleCup ( void )
Here is the caller graph for this function:

◆ GetCup()

void * GetCup ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ GetCupCursorPosition()

size_t GetCupCursorPosition ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ GetCupIndex()

u32 GetCupIndex ( void )

◆ GetCupName()

const char * GetCupName ( void )
Todo
Move gGfxPool out of main.h

◆ GetCupSize()

size_t GetCupSize ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ GetFlowerCup()

void * GetFlowerCup ( void )
Here is the caller graph for this function:

◆ GetMushroomCup()

void * GetMushroomCup ( void )
Here is the caller graph for this function:

◆ GetSpecialCup()

void * GetSpecialCup ( void )

◆ GetStarCup()

void * GetStarCup ( void )
Here is the caller graph for this function:

◆ GetTrack()

void * GetTrack ( void )
Here is the caller graph for this function:

◆ Graphics_PushFrame()

void Graphics_PushFrame ( Gfx * pool)
Here is the caller graph for this function:

◆ HM_DrawIntro()

void HM_DrawIntro ( void )

◆ HM_InitIntro()

void HM_InitIntro ( void )

◆ HM_TickIntro()

void HM_TickIntro ( void )

◆ IsBansheeBoardwalk()

bool IsBansheeBoardwalk ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsBigDonut()

bool IsBigDonut ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsBlockFort()

bool IsBlockFort ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsBowsersCastle()

bool IsBowsersCastle ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsChocoMountain()

bool IsChocoMountain ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsDkJungle()

bool IsDkJungle ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsDoubleDeck()

bool IsDoubleDeck ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsFrappeSnowland()

bool IsFrappeSnowland ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsKalimariDesert()

bool IsKalimariDesert ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsKoopaTroopaBeach()

bool IsKoopaTroopaBeach ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsLuigiRaceway()

bool IsLuigiRaceway ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsMarioRaceway()

bool IsMarioRaceway ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsMooMooFarm()

bool IsMooMooFarm ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsPodiumCeremony()

bool IsPodiumCeremony ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsRainbowRoad()

bool IsRainbowRoad ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsRoyalRaceway()

bool IsRoyalRaceway ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsSherbetLand()

bool IsSherbetLand ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsSkyscraper()

bool IsSkyscraper ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsToadsTurnpike()

bool IsToadsTurnpike ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsWarioStadium()

bool IsWarioStadium ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ IsYoshiValley()

bool IsYoshiValley ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ LoadTrack()

void LoadTrack ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectBansheeBoardwalk()

void SelectBansheeBoardwalk ( )
Here is the call graph for this function:

◆ SelectBigDonut()

void SelectBigDonut ( )
Here is the call graph for this function:

◆ SelectBlockFort()

void SelectBlockFort ( )
Here is the call graph for this function:

◆ SelectBowsersCastle()

void SelectBowsersCastle ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectChocoMountain()

void SelectChocoMountain ( )
Here is the call graph for this function:

◆ SelectDkJungle()

void SelectDkJungle ( )
Here is the call graph for this function:

◆ SelectDoubleDeck()

void SelectDoubleDeck ( )
Here is the call graph for this function:

◆ SelectFrappeSnowland()

void SelectFrappeSnowland ( )
Here is the call graph for this function:

◆ SelectKalimariDesert()

void SelectKalimariDesert ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectKoopaTroopaBeach()

void SelectKoopaTroopaBeach ( )
Here is the call graph for this function:

◆ SelectLuigiRaceway()

void SelectLuigiRaceway ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectMarioRaceway()

void SelectMarioRaceway ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectMooMooFarm()

void SelectMooMooFarm ( )
Here is the call graph for this function:

◆ SelectPodiumCeremony()

void SelectPodiumCeremony ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectRainbowRoad()

void SelectRainbowRoad ( )
Here is the call graph for this function:

◆ SelectRoyalRaceway()

void SelectRoyalRaceway ( )
Here is the call graph for this function:

◆ SelectSherbetLand()

void SelectSherbetLand ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectSkyscraper()

void SelectSkyscraper ( )
Here is the call graph for this function:

◆ SelectToadsTurnpike()

void SelectToadsTurnpike ( )
Here is the call graph for this function:

◆ SelectWarioStadium()

void SelectWarioStadium ( )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SelectYoshiValley()

void SelectYoshiValley ( )
Here is the call graph for this function:

◆ SetCupCursorPosition()

void SetCupCursorPosition ( size_t position)
Here is the call graph for this function:
Here is the caller graph for this function:

◆ SetMarioRaceway()

void SetMarioRaceway ( void )
Here is the call graph for this function:
Here is the caller graph for this function:

◆ WorldNextCup()

u32 WorldNextCup ( void )

◆ WorldPreviousCup()

u32 WorldPreviousCup ( void )

Variable Documentation

◆ gTrophyIndex

s32 gTrophyIndex
extern