19 {
26
31
40 } else {
42 }
46
53 }
54
59 }
60 break;
64 }
66 break;
70 }
84 break;
88 }
89 break;
93 }
99 }
105 }
106 } else {
109 }
110 break;
114 }
118 }
124 break;
129 break;
133
141 }
142 } else {
146 }
147 }
148
155 }
156 } else {
160 }
161 }
162
165 }
166 break;
170 }
185 }
186 break;
193 }
194 break;
200 }
201 break;
202 }
205 }
206}
BSS s32 PopupMenu_SelectedIndex
@ CAM_SHAKE_DECAYING_VERTICAL
@ 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
@ CAMERA_MOVE_NO_INTERP_Y
void start_rumble(s32, s32)
s32 get_lava_reset_pos(f32 *x, f32 *y, f32 *z)
void suggest_player_anim_always_forward(AnimID anim)
f32 player_check_collision_below(f32, s32 *colliderID)
s32 phys_adjust_cam_on_landing(void)
void set_action_state(s32 actionState)
void subtract_hp(s32 amt)
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3)
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)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define LOAD_INTEGRATOR_FALL(ptr)
PlayerStatus gPlayerStatus