7#include "sprite/player.h"
72 switch (data->
state) {
127 y =
entity->pos.y + 100.0f;
186 if (data->
state == 0) {
217 switch (data->
timer) {
219 if (data->
state != 0) {
229 if (
entity->rot.z >= 8.0f) {
239 if (
entity->scale.x <= 0.1) {
273 switch (data->
state) {
295 if (--data->
timer == 0) {
307 if (--data->
timer == 0) {
327 if (--data->
timer == 0) {
386 .fpHandleCollision =
NULL,
389 .aabbSize = { 103, 30, 24 }
399 .fpHandleCollision =
NULL,
402 .aabbSize = { 44, 100, 25 }
409 .modelAnimationNodes = 0,
412 .fpHandleCollision =
NULL,
415 .aabbSize = { 44, 100, 25 }
422 .modelAnimationNodes = 0,
425 .fpHandleCollision =
NULL,
428 .aabbSize = { 45, 22, 42 }
BSS s32 PopupMenu_SelectedIndex
void entity_PinkFlowerLight_idle(Entity *entity)
AnimScript Entity_PinkFlower_AnimationLightUp
StaticAnimatorNode * Entity_PinkFlower_Mesh[]
AnimScript Entity_CymbalPlant_AnimationIdle
void func_802BB228_E2DB58(Entity *entity)
DmaEntry Entity_PinkFlower_dma[]
EntityBlueprint Entity_CymbalPlant
void func_802BB8D4_E2E204(Entity *entity)
void func_802BB0A0_E2D9D0(Entity *entity)
EntityScript Entity_SpinningFlower_Script
void entity_PinkFlower_idle(Entity *entity)
void entity_PinkFlowerLight_init(Entity *entity)
EntityScript Entity_PinkFlower_Script
void entity_SpinningFlower_init(Entity *entity)
EntityBlueprint Entity_SpinningFlower
EntityScript Entity_CymbalPlant_Update
void entity_PinkFlower_init(Entity *entity)
AnimScript Entity_CymbalPlant_AnimationGrab
void entity_PinkFlowerLight_setupGfx(s32 entityIndex)
void func_802BB000_E2D930(Entity *entity)
DmaEntry Entity_CymbalPlant_dma[]
void entity_CymbalPlant_idle(Entity *entity)
Gfx Entity_SpinningFlower_Render[]
EntityBlueprint Entity_PinkFlowerLight
EntityModelScript Entity_SpinningFlower_RenderScript
void func_802BB98C_E2E2BC(Entity *entity)
void func_802BB314_E2DC44(Entity *entity)
StaticAnimatorNode * Entity_CymbalPlant_Mesh[]
void entity_SpinningFlower_setupGfx(s32 entityIndex)
BSS Vec3s FlowerGoalPosition
void func_802BB34C_E2DC7C(Entity *entity)
EntityModelScript Entity_PinkFlowerLight_RenderScript
EntityBlueprint Entity_PinkFlower
AnimScript Entity_PinkFlower_AnimationIdle
EntityScript Entity_PinkFlowerLight_Script
struct PinkFlowerData * pinkFlower
#define sfx_play_sound_at_position
s32 CreateEntityVarArgBuffer[]
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define ENTITY_ADDR(entity, type, data)
#define es_SetCallback(func, time)
#define es_SetFlags(flags)
#define es_PlaySound(soundId)
@ PS_FLAG_ROTATION_LOCKED
@ IMGFX_ANIM_CYMBAL_CRUSH
@ SOUND_ID_TRIGGER_CHANGE_SOUND
@ ENTITY_TYPE_PINK_FLOWER
@ ENTITY_TYPE_CYMBAL_PLANT
@ ENTITY_TYPE_SPINNING_FLOWER
@ PA_FLAG_INTERRUPT_USE_PARTNER
forces actions with bow, parakarry, watt, and lakilester to end (sushie not tested)
@ PA_FLAG_INTERACT_PROMPT_AVAILABLE
! prompt
@ ENTITY_COLLISION_PLAYER_HAMMER
@ ENTITY_COLLISION_PLAYER_TOUCH_WALL
@ ENTITY_COLLISION_PLAYER_TOUCH_FLOOR
@ SOUND_LRAW_SPINNING_FLOWER
@ SOUND_PLANTS_CYMBAL_CRASH
@ SOUND_LOOP_SPINNING_FLOWER
@ RENDER_MODE_SURFACE_XLU_LAYER2
@ RENDER_MODE_SURFACE_XLU_LAYER1
@ ENTITY_FLAG_HAS_ANIMATED_MODEL
@ ENTITY_FLAG_FIXED_SHADOW_SIZE
@ ENTITY_FLAG_SHOWS_INSPECT_PROMPT
@ ENTITY_FLAG_DISABLE_COLLISION
@ ENTITY_FLAG_CIRCULAR_SHADOW
@ ACTION_STATE_USE_SPINNING_FLOWER
void start_rumble(s32, s32)
Entity * get_entity_by_index(s32 index)
void play_model_animation(s32, s16 *)
s32 disable_player_input(void)
s32 enable_player_input(void)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
s32 phys_adjust_cam_on_landing(void)
s32 is_picking_up_item(void)
void set_action_state(s32 actionState)
void enable_partner_ai(void)
void exec_entity_commandlist(Entity *entity)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
s32 create_entity(EntityBlueprint *bp,...)
ModelAnimator * get_animator_by_index(s32 animModelID)
void snd_stop_tracking_env_sound_pos(s32 soundID, s32 keepPlaying)
void sfx_play_sound(s32 soundID)
void set_player_imgfx_all(s32 animID, ImgFXType imgfxType, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6)
void set_player_imgfx_comp(s32 spriteIdx, s32 compIdx, ImgFXType imgfx, s32 imgfxArg1, s32 imgfxArg2, s32 imgfxArg3, s32 imgfxArg4, s32 flags)
PartnerStatus gPartnerStatus
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext