9 {
11 f32 dx, dy;
12 f32 speed;
13
14 static f32 ReturnAngle;
15
17 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
18
21
23
35 }
36
39
41 speed *= 0.5;
42 }
43
44 playerStatus->
pos.
x += speed * dx;
45 playerStatus->
pos.
z -= speed * dy;
46
53 }
54 } else {
55 s32 colliderID;
56
63 playerStatus->
flags &= ~PS_FLAG_HIT_FIRE;
65 }
66 }
67}
@ PS_FLAG_ENTERING_BATTLE
@ PS_FLAG_ACTION_STATE_CHANGED
@ PA_FLAG_INTERRUPT_USE_PARTNER
forces actions with bow, parakarry, watt, and lakilester to end (sushie not tested)
@ CAMERA_MOVE_IGNORE_PLAYER_Y
f32 integrate_gravity(void)
void suggest_player_anim_always_forward(AnimID anim)
s32 get_collider_flags(s32 colliderID)
f32 player_check_collision_below(f32, s32 *colliderID)
void set_action_state(s32 actionState)
void subtract_hp(s32 amt)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
f32 get_xz_dist_to_player(f32, f32)
void open_status_bar_slowly(void)
f32 player_fall_distance(void)
PlayerStatus gPlayerStatus