32    if (inputBufPos >= 10) {
 
 
  106    playerStatus->
anim = 0;
 
  108    playerStatus->
pos.
x = 0.0f;
 
  109    playerStatus->
pos.
y = 0.0f;
 
  110    playerStatus->
pos.
z = 0.0f;
 
  111    playerStatus->
curYaw = 0.0f;
 
 
  141    f32 stickAxisX = playerStatus->
stickAxis[0];
 
  142    f32 stickAxisY = -playerStatus->
stickAxis[1];
 
  143    f32 maxRadius = 70.0f;
 
  147    magnitude = 
dist2D(0.0f, 0.0f, stickAxisX, stickAxisY);
 
  148    if (magnitude >= maxRadius) {
 
  149        magnitude = maxRadius;
 
  153    if (magnitude == 0.0f) {
 
  158    *outMagnitude = magnitude;
 
 
  164    f32 maxRadius = 70.0f;
 
  168    magnitude = 
dist2D(0.0f, 0.0f, stickX, stickY);
 
  169    if (magnitude >= maxRadius) {
 
  170        magnitude = maxRadius;
 
  174    if (magnitude == 0.0f) {
 
  179    *outMagnitude = magnitude;
 
 
  184    f32 x = shadow->
rot.
x + 180.0;
 
  185    f32 z = shadow->
rot.
z + 180.0;
 
  189    if (x != 0.0f || z != 0.0f) {
 
 
void reset_player_status(void)
s32 PeachDisguiseReapplyDelay
Entity * TweesterTouchingPartner
void game_input_to_move_vector(f32 *outAngle, f32 *outMagnitude)
void player_input_to_move_vector(f32 *outAngle, f32 *outMagnitude)
PlayerSpinState gPlayerSpinState
void update_player_input(void)
BSS s32 PlayerYInterpUpdateDelay
void calculate_camera_yinterp_rate(void)
Entity * TweesterTouchingPlayer
s32 PeachDisguiseNpcIndex
s8 availableDisguiseType
set in main map scripts
s32 pressedButtonsBuffer[10]
s32 heldButtonsBuffer[10]
@ PS_FLAG_NO_STATIC_COLLISION
@ PA_FLAG_FORCE_USE_PARTNER
triggers partner use when set
@ PA_FLAG_USING_PEACH_PHYSICS
@ PA_FLAG_PARTNER_USAGE_FORCED
void phys_reset_spin_history(void)
Shadow * get_shadow_by_index(s32 index)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void set_action_state(s32 actionState)
#define ASSERT_MSG(condition, msg, args...)
AreaConfig gAreas[29]
Zero-terminated.
Fields other than main, entryList, entryCount, background, and tattle are initialised when the map lo...
GameStatus * gGameStatusPtr
void(* TalkNotificationCallback)(void)
s32 PrevPlayerCamRelativeYaw
void(* PulseStoneNotificationCallback)(void)
PlayerStatus gPlayerStatus
void(* InteractNotificationCallback)(void)