Go to the source code of this file.
◆ anonymous enum
Enumerator |
---|
SUBSTATE_INIT | |
SUBSTATE_DONE | |
Definition at line 4 of file land.c.
◆ action_update_peach_land()
void action_update_peach_land |
( |
void | | ) |
|
Definition at line 121 of file land.c.
121 {
124 f32 inputMoveMagnitude;
125 f32 inputMoveAngle;
126
128 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
132 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
135
137
140 }
141
143 }
144
147
149
150 if (inputMoveMagnitude == 0.0f) {
152 } else {
153 if (inputMoveMagnitude != 0.0f) {
154 playerStatus->
targetYaw = inputMoveAngle;
155 }
156
159 } else {
161 }
162 }
163}
@ PS_FLAG_ACTION_STATE_CHANGED
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
s32 phys_adjust_cam_on_landing(void)
void set_action_state(s32 actionState)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define COLLISION_WITH_ENTITY_BIT
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus
Referenced by action_update_land().
◆ action_update_peach_step_down_land()
void action_update_peach_step_down_land |
( |
void | | ) |
|
Definition at line 165 of file land.c.
165 {
168 f32 inputMoveMagnitude;
169 f32 inputMoveAngle;
170
172 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
176 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
179
182 }
184 }
185
189
190 if (inputMoveMagnitude != 0.0f) {
191 playerStatus->
targetYaw = inputMoveAngle;
192 }
193
196 } else {
198 }
199}
Referenced by action_update_step_down_land().
◆ action_update_land()
void action_update_land |
( |
void | | ) |
|
Definition at line 12 of file land.c.
12 {
16 f32 inputMoveMagnitude;
17 f32 inputMoveAngle;
18 s32 jumpInputCheck;
20
23 return;
24 }
25
27 playerStatus->
flags &= ~(
32 );
38
40 anim = ANIM_MarioW3_8bit_Still;
42 anim = ANIM_Mario1_Land;
43 } else {
44 anim = ANIM_MarioW1_LandWatt;
45 }
46
50
53 }
54
56 playerStatus->
animFlags &= ~PA_FLAG_INTERRUPT_SPIN;
57 camera->
moveFlags &= ~CAMERA_MOVE_ACCEL_INTERP_Y;
58 }
61
64
65 if (jumpInputCheck != 0 || jumpInputCheck < playerStatus->actionSubstate) {
66 if (inputMoveMagnitude == 0.0f) {
68 return;
69 }
70 if (inputMoveMagnitude != 0.0f) {
72 }
74 }
75}
@ PA_FLAG_USING_PEACH_PHYSICS
void update_locomotion_state(void)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_jump(void)
void action_update_peach_land(void)
◆ action_update_step_down_land()
void action_update_step_down_land |
( |
void | | ) |
|
Definition at line 77 of file land.c.
77 {
80 f32 inputMoveMagnitude;
81 f32 inputMoveAngle;
82
85 return;
86 }
87
89 playerStatus->
flags &= ~(
94 );
100
103 }
104
106 }
107
110
113
114 if (inputMoveMagnitude != 0.0f) {
115 playerStatus->
targetYaw = inputMoveAngle;
116 }
117
119}
void action_update_peach_step_down_land(void)