6#include "sprite/player.h"
58 f32 xOffset, zOffset, angle;
61 xOffset = -26.0 *
cos_rad(angle);
63 fx_stars_burst(0, entity->
pos.
x + xOffset, entity->
pos.
y + 62.0f, entity->
pos.
z + zOffset,
clamp_angle(entity->
rot.
y - 90.0), 54.0f, 2);
71 f32 xOffset, zOffset, angle;
74 xOffset = -26.0 *
cos_rad(angle);
78 f32 facingAngle = entity->
rot.
y - 110.0f + (data->
numCoins % 3) * 30;
81 entity->
pos.
x + xOffset,
82 entity->
pos.
y + 62.0f,
83 entity->
pos.
z + zOffset,
190 if (data->
unk_10 > 360.0f) {
193 if (data->
unk_10 == 96.0f) {
338 .fpHandleCollision = NULL,
341 .aabbSize = { 30, 40, 30 }
351 .fpHandleCollision = NULL,
354 .aabbSize = { 30, 40, 30 }
361 .modelAnimationNodes = 0,
364 .fpHandleCollision = NULL,
367 .aabbSize = { 45, 20, 45 }
377 .fpHandleCollision = NULL,
380 .aabbSize = { 40, 20, 40 }
390 .fpHandleCollision = NULL,
393 .aabbSize = { 40, 20, 40 }
403 .fpHandleCollision = NULL,
406 .aabbSize = { 40, 20, 40 }
416 .fpHandleCollision = NULL,
419 .aabbSize = { 40, 20, 40 }
429 .fpHandleCollision = NULL,
432 .aabbSize = { 40, 20, 40 }
442 .fpHandleCollision = NULL,
445 .aabbSize = { 40, 20, 40 }
455 .fpHandleCollision = NULL,
458 .aabbSize = { 40, 20, 40 }
468 .fpHandleCollision = NULL,
471 .aabbSize = { 40, 20, 40 }
void func_802BC050_E2E980(Entity *entity)
EntityModelScript Entity_RenderNone_Script
void entity_TrumpetPlant_idle(Entity *entity)
EntityScript Entity_MunchlesiaSpitOut_Script
void func_802BC2B4_E2EBE4(Entity *entity)
EntityScript Entity_MunchlesiaReset2_Script
EntityBlueprint Entity_MunchlesiaReset2
void entity_TrumpetPlant_spawn_coin(Entity *entity)
AnimScript Entity_MunchlesiaReset_AnimationReset
AnimScript Entity_TrumpetPlant_AnimationIdle
EntityScript Entity_MunchlesiaReset1_Script
AnimScript Entity_MunchlesiaChewing_Animation
DmaEntry Entity_MunchlesiaSpitOut_dma[]
void func_802BC308_E2EC38(Entity *entity)
StaticAnimatorNode * Entity_TrumpetPlant_Mesh[]
DmaEntry Entity_MunchlesiaBeginChew_dma[]
AnimScript Entity_MunchlesiaGrab_Animation
void entity_BellbellPlant_idle(Entity *entity)
AnimScript Entity_MunchlesiaBeginChew_Animation
void func_802BC274_E2EBA4(Entity *entity)
DmaEntry Entity_MunchlesiaChewing_dma[]
StaticAnimatorNode * Entity_MunchlesiaEnvelop_Mesh[]
StaticAnimatorNode * Entity_MunchlesiaReset1_Mesh[]
void entity_Munchlesia_create_child_reset1(Entity *entity)
EntityBlueprint Entity_Munchlesia
EntityBlueprint Entity_MunchlesiaReset
StaticAnimatorNode * Entity_MunchlesiaReset_Mesh[]
EntityScript Entity_BellbellPlant_Script
AnimScript Entity_MunchlesiaSpitOut_Animation
EntityScript Entity_MunchlesiaChewing_Script
void entity_Munchlesia_create_child_reset2(Entity *entity)
EntityScript Entity_TrumpetPlant_Script
DmaEntry Entity_MunchlesiaReset_dma[]
EntityBlueprint Entity_MunchlesiaSpitOut
AnimScript Entity_BellbellPlant_AnimationIdle
AnimScript Entity_MunchlesiaReset1_Animation
DmaEntry Entity_TrumpetPlant_dma[]
EntityBlueprint Entity_MunchlesiaEnvelop
EntityBlueprint Entity_BellbellPlant
AnimScript Entity_MunchlesiaReset_AnimationIdle
EntityScript Entity_Munchlesia_Script
void func_802BC220_E2EB50(Entity *entity)
void func_802BC250_E2EB80(Entity *entity)
EntityScript Entity_MunchlesiaBeginChew_Script
AnimScript Entity_BellbellPlant_AnimationUse
DmaEntry Entity_MunchlesiaReset1_dma[]
EntityScript Entity_MunchlesiaEnvelop_Script
EntityBlueprint Entity_MunchlesiaGrab
void func_802BC32C_E2EC5C(Entity *entity)
DmaEntry Entity_MunchlesiaGrab_dma[]
EntityScript Entity_MunchlesiaReset_Script
void func_802BC0F0_E2EA20(Entity *entity)
EntityBlueprint Entity_TrumpetPlant
EntityBlueprint Entity_MunchlesiaBeginChew
AnimScript Entity_TrumpetPlant_AnimationUse
StaticAnimatorNode * Entity_MunchlesiaBeginChew_Mesh[]
void entity_MunchlesiaChewing_init(Entity *entity)
DmaEntry Entity_MunchlesiaEnvelop_dma[]
DmaEntry Entity_BellbellPlant_dma[]
EntityBlueprint Entity_MunchlesiaReset1
StaticAnimatorNode * Entity_MunchlesiaGrab_Mesh[]
void entity_TrumpetPlant_create_effect(Entity *entity)
AnimScript Entity_MunchlesiaEnvelop_Animation
void func_802BC0B8_E2E9E8(Entity *entity)
void func_802BC3E4_E2ED14(Entity *entity)
StaticAnimatorNode * Entity_MunchlesiaChewing_Mesh[]
EntityBlueprint Entity_MunchlesiaChewing
s32 entity_Munchlesia_create_child(Entity *entity, EntityBlueprint *EntityBlueprint)
StaticAnimatorNode * Entity_MunchlesiaSpitOut_Mesh[]
void func_802BC3A0_E2ECD0(void)
StaticAnimatorNode * Entity_BellbellPlant_Mesh[]
EntityScript Entity_MunchlesiaGrab_Script
void entity_Munchlesia_init(Entity *entity)
void func_802BC17C_E2EAAC(Entity *entity)
struct TrumpetPlantData * trumpetPlant
struct MunchlesiaData * munchlesia
#define es_SetCallback(func, time)
#define es_SetFlags(flags)
#define es_Label(labelId)
#define es_PlaySound(soundId)
#define es_ClearFlags(flags)
@ ITEM_SPAWN_MODE_FIXED_SPAWN_ALWAYS_NEVER_VANISH
@ ITEM_SPAWN_MODE_TOSS_SPAWN_ALWAYS
@ ENTITY_TYPE_TRUMPET_PLANT
@ ENTITY_TYPE_MUNCHLESIA_ENVELOP
@ ENTITY_TYPE_BELLBELL_PLANT
@ ENTITY_TYPE_MUNCHLESIA_CHEWING
@ ENTITY_TYPE_MUNCHLESIA_BEGIN_CHEW
@ ENTITY_TYPE_MUNCHLESIA_RESET2
@ ENTITY_TYPE_MUNCHLESIA_GRAB
@ ENTITY_TYPE_MUNCHLESIA_SPIT_OUT
@ ENTITY_TYPE_RESET_MUNCHLESIA
@ ENTITY_TYPE_MUNCHLESIA_RESET1
@ 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_MUNCHLESIA_SUCTION
@ ENTITY_FLAG_HAS_ANIMATED_MODEL
@ ENTITY_FLAG_FIXED_SHADOW_SIZE
@ ENTITY_FLAG_SHOWS_INSPECT_PROMPT
@ ENTITY_FLAG_PENDING_INSTANCE_DELETE
@ ENTITY_FLAG_DISABLE_COLLISION
@ ENTITY_FLAG_CIRCULAR_SHADOW
@ ACTION_STATE_USE_MUNCHLESIA
Set by the jan_09 squishy flower entity; throws the player in the air.
@ ACTION_STATE_USE_SPRING
Entity * get_entity_by_index(s32 index)
void play_model_animation(s32, s16 *)
void suggest_player_anim_always_forward(AnimID anim)
s32 disable_player_input(void)
s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar)
s32 enable_player_input(void)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void enable_player_shadow(void)
s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar)
void set_action_state(s32 actionState)
void enable_partner_ai(void)
void exec_entity_commandlist(Entity *entity)
void subtract_hp(s32 amt)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
s32 create_entity(EntityBlueprint *bp,...)
void disable_player_shadow(void)
void sfx_play_sound(s32 soundID)
PlayerStatus gPlayerStatus