2#include "sprite/player.h"
16 f32 inputMoveMagnitude;
27 playerStatus->
flags &= ~(
40 anim = ANIM_MarioW3_8bit_Still;
42 anim = ANIM_Mario1_Land;
44 anim = ANIM_MarioW1_LandWatt;
56 playerStatus->
animFlags &= ~PA_FLAG_INTERRUPT_SPIN;
57 camera->
moveFlags &= ~CAMERA_MOVE_ACCEL_INTERP_Y;
65 if (jumpInputCheck != 0 || jumpInputCheck < playerStatus->actionSubstate) {
66 if (inputMoveMagnitude == 0.0f) {
70 if (inputMoveMagnitude != 0.0f) {
80 f32 inputMoveMagnitude;
89 playerStatus->
flags &= ~(
114 if (inputMoveMagnitude != 0.0f) {
115 playerStatus->
targetYaw = inputMoveAngle;
124 f32 inputMoveMagnitude;
128 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
132 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
150 if (inputMoveMagnitude == 0.0f) {
153 if (inputMoveMagnitude != 0.0f) {
154 playerStatus->
targetYaw = inputMoveAngle;
168 f32 inputMoveMagnitude;
172 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
176 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
190 if (inputMoveMagnitude != 0.0f) {
191 playerStatus->
targetYaw = inputMoveAngle;
@ PS_FLAG_ACTION_STATE_CHANGED
@ PA_FLAG_USING_PEACH_PHYSICS
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
void update_locomotion_state(void)
s32 phys_adjust_cam_on_landing(void)
void set_action_state(s32 actionState)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_jump(void)
void action_update_peach_land(void)
void action_update_land(void)
void action_update_peach_step_down_land(void)
void action_update_step_down_land(void)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define COLLISION_WITH_ENTITY_BIT
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus