3#include "sprite/player.h"
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)
@ SUBSTATE_DELAY_INIT_SINK
void action_update_hit_lava(void)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define LOAD_INTEGRATOR_FALL(ptr)
PlayerStatus gPlayerStatus