3#include "sprite/player.h"
39 s32 firstFrame = FALSE;
58 playerStatus->
pitch = 0.0f;
61 anim = ANIM_MarioW3_8bit_Still;
63 anim = ANIM_Mario1_Idle;
65 anim = ANIM_MarioW1_TakeItem;
67 anim = ANIM_MarioW1_CarryIdle;
81 if (magnitude != 0.0f || playerStatus->
targetYaw != angle) {
91 if (magnitude == 0.0f) {
96 if (magnitude != 0.0f) {
98 playerStatus->
animFlags &= ~PA_FLAG_80000000;
106 f32 angle, magnitude;
109 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
115 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
172 if (magnitude != 0.0f) {
DisguiseAnims BasicPeachDisguiseAnims[]
@ PS_FLAG_ACTION_STATE_CHANGED
@ PS_FLAG_NO_STATIC_COLLISION
@ PA_FLAG_RAISED_ARMS
Sets action state to ACTION_STATE_RAISE_ARMS on idle.
@ PA_FLAG_USING_PEACH_PHYSICS
@ PEACH_BAKING_CAKE_MIXED
@ PEACH_BAKING_CAKE_WITH_ICING
@ PEACH_BAKING_COMPLETE_CAKE
@ PEACH_BAKING_STRAWBERRY
@ PEACH_BAKING_CAKE_WITH_BERRIES
@ PEACH_BAKING_CAKE_BATTER
@ ACTION_STATE_RAISE_ARMS
void peach_set_disguise_anim(AnimID)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
void set_action_state(s32 actionState)
void phys_update_interact_collider(void)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_hammer(void)
b32 check_input_jump(void)
void action_update_idle(void)
void action_update_idle_peach(void)
PlayerStatus gPlayerStatus