214 {
217 f32 xTemp;
218 f32 yTemp;
219 f32 zTemp;
220 f32 jumpVel;
221 s32 duration;
223 f32 dist;
224
225 if (isInitialCall) {
226 script->functionTemp[0] = 0;
227 }
228
229 if (script->functionTemp[0] == 0) {
234
243
245 if (dist > 1.0) {
247 }
248
250
253 } else {
255 }
256
260
261 if (mode == 0) {
264 anim = ANIM_Mario1_Jump;
265 } else {
266 anim = ANIM_MarioW1_JumpWatt;
267 }
268 } else {
269 anim = ANIM_MarioW3_8bit_Jump;
270 }
273 }
274 script->functionTemp[0] = 1;
275 }
276
281
285 anim = ANIM_Mario1_Fall;
286 } else {
287 anim = ANIM_MarioW1_FallWatt;
288 }
289 } else {
290 anim = ANIM_MarioW3_8bit_Jump;
291 }
293 }
294
298
299 if (mode == 0) {
301 }
302
305 playerStatus->
flags &= ~PS_FLAG_FLYING;
306 playerStatus->
animFlags &= ~PA_FLAG_NO_OOB_RESPAWN;
307
308 if (mode == 0) {
311 anim = ANIM_Mario1_Land;
312 } else {
313 anim = ANIM_MarioW1_LandWatt;
314 }
315 } else {
316 anim = ANIM_Mario1_TiredIdle;
317 }
320 }
321
322 if (mode == 0 || mode == 2) {
323 s32 colliderID;
324
326
328 playerStatus->
pos.
y = yTemp;
331 }
332 }
334 }
336}
@ SOUND_QUICK_PLAYER_JUMP
s32 evt_get_variable(Evt *script, Bytecode var)
f32 player_check_collision_below(f32, s32 *colliderID)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void player_handle_floor_collider_type(s32 colliderID)
void suggest_player_anim_allow_backward(AnimID anim)
void player_surface_spawn_fx(void)
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
PlayerStatus gPlayerStatus