5#include "sprite/player.h"
20 playerStatus->
pitch = 0.0f;
48 f32 playerOffsetTempVar;
57 playerStatus->
pitch = 0.0f;
72 miscTempVariable = 3.0f;
73 miscTempVariable = sinTheta * miscTempVariable;
77 playerXOffset = sinTheta * miscTempVariable;
78 playerZOffset = cosTheta * miscTempVariable;
80 if (
fabs(playerXOffset) < 0.1) {
81 playerOffsetTempVar = 0.1f;
82 if (playerXOffset < 0.0f) {
83 playerOffsetTempVar = -0.1f;
85 playerXOffset = playerOffsetTempVar;
88 if (
fabs(playerZOffset) < 0.1) {
89 playerOffsetTempVar = 0.1f;
90 if (playerZOffset < 0.0f) {
91 playerOffsetTempVar = -0.1f;
93 playerZOffset = playerOffsetTempVar;
96 playerStatus->
pos.
x += playerXOffset;
97 playerStatus->
pos.
z -= playerZOffset;
98 outX = playerStatus->
pos.
x;
99 outY = playerStatus->
pos.
y;
100 outZ = playerStatus->
pos.
z;
103 playerStatus->
pos.
y = outY;
107 miscTempVariable = 30.0f;
109 miscTempVariable = 60.0f;
128 playerStatus->
pitch = 0.0f;
151 playerStatus->
pitch = 0.0f;
167 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
172 playerStatus->
pitch = 0.0f;
178 playerStatus->
flags &= ~PS_FLAG_ARMS_RAISED;
189 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
195 if (((angle >= 45.0f) && (angle <= 135.0f)) || ((angle >= 225.0f) && (angle <= 315.0f))) {
218 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
DisguiseAnims BasicPeachDisguiseAnims[]
@ PS_FLAG_ACTION_STATE_CHANGED
@ PA_FLAG_RAISED_ARMS
Sets action state to ACTION_STATE_RAISE_ARMS on idle.
@ PA_FLAG_ABORT_PUSHING_BLOCK
@ PA_FLAG_USING_PEACH_PHYSICS
void peach_set_disguise_anim(AnimID)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
HitID player_raycast_below_cam_relative(PlayerStatus *playerStatus, f32 *outX, f32 *outY, f32 *outZ, f32 *outLength, f32 *hitRx, f32 *hitRz, f32 *hitDirX, f32 *hitDirZ)
void suggest_player_anim_always_forward(AnimID anim)
void gravity_use_fall_parms(void)
void set_action_state(s32 actionState)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_jump(void)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void world_lakilester_sync_player_position(void)
void action_update_pushing_block(void)
void action_update_talk(void)
void action_update_raise_arms(void)
BSS f32 D_802B6770_E27C80
void action_update_first_strike(void)
void action_update_launch(void)
void action_update_state_23(void)
void action_update_ride(void)
void world_sushie_sync_player_position(void)
PartnerStatus gPartnerStatus
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus