6#include "sprite/player.h"
148 if (
script->functionTemp[0] == 0) {
159 script->functionTemp[0]--;
160 return script->functionTemp[0] < 0;
176 script->functionTemp[0] = dist / var3;
177 moveSpeed = dist /
script->functionTemp[0];
183 script->functionTemp[0]--;
226 script->functionTemp[0] = 0;
229 if (
script->functionTemp[0] == 0) {
274 script->functionTemp[0] = 1;
322 if (mode == 0 || mode == 2) {
355 s32* time = &
script->functionTemp[3];
416 if (*angle < -180.0f) {
419 if (*angle > 180.0f) {
705 s32 imgfxFlags = *
script->ptrReadPos;
716 s32* duration = &
script->functionTemp[3];
BSS s32 PopupMenu_SelectedIndex
@ PS_FLAG_CAMERA_DOESNT_FOLLOW
@ PA_FLAG_INTERRUPT_USE_PARTNER
forces actions with bow, parakarry, watt, and lakilester to end (sushie not tested)
@ PA_FLAG_FORCE_USE_PARTNER
triggers partner use when set
@ PA_FLAG_USING_PULSE_STONE
@ SOUND_QUICK_PLAYER_JUMP
@ RENDER_MODE_SURFACE_XLU_LAYER2
@ ACTION_STATE_STEP_DOWN_LAND
@ ACTION_STATE_SPIN_POUND
@ ACTION_STATE_TORNADO_POUND
s32 evt_get_variable(Evt *script, Bytecode var)
void enable_status_bar_input(void)
void partner_disable_input(void)
s32 disable_player_input(void)
f32 player_check_collision_below(f32, s32 *colliderID)
s32 disable_player_static_collisions(void)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void close_status_bar(void)
s32 enable_player_input(void)
void move_player(s32 duration, f32 heading, f32 speed)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void enable_player_shadow(void)
void player_handle_floor_collider_type(s32 colliderID)
void sin_cos_deg(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void disable_status_bar_input(void)
void set_action_state(s32 actionState)
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2)
void suggest_player_anim_allow_backward(AnimID anim)
void player_surface_spawn_fx(void)
f32 evt_get_float_variable(Evt *script, Bytecode var)
s32 enable_player_static_collisions(void)
void disable_player_shadow(void)
b32 can_trigger_loading_zone(void)
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
Npc * get_npc_safe(s32 npcID)
void partner_enable_input(void)
ApiStatus player_jump(Evt *script, s32 isInitialCall, s32 mode)
Internal function for PlayerJump(), PlayerJump1(), and PlayerJump2().
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
ApiStatus GetPartnerInUse(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerImgFXFlags(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerPos(Evt *script, b32 isInitialCall)
Sets the player position.
ApiStatus func_802D2484(Evt *script, b32 isInitialCall)
ApiStatus ForceUsePartner(Evt *script, b32 isInitialCall)
ApiStatus IsPlayerOnValidFloor(Evt *script, b32 isInitialCall)
ApiStatus PlayerJump1(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerAnimation(Evt *script, b32 isInitialCall)
ApiStatus func_802D2148(Evt *script, b32 isInitialCall)
ApiStatus UseEntryHeading(Evt *script, b32 isInitialCall)
ApiStatus PlayerJump2(Evt *script, b32 isInitialCall)
ApiStatus UpdatePlayerImgFX(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerAnimationSpeed(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerInput(Evt *script, b32 isInitialCall)
Disables player and partner input, and disables the status menu.
ApiStatus HidePlayerShadow(Evt *script, b32 isInitialCall)
Hides the player's shadow if hide is TRUE, shows it if FALSE.
ApiStatus GetPlayerTargetYaw(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerJumpscale(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerCollisionSize(Evt *script, b32 isInitialCall)
Overrides the player collision size.
ApiStatus GetPlayerActionState(Evt *script, b32 isInitialCall)
ApiStatus Disable8bitMario(Evt *script, b32 isInitialCall)
Enables and disables the 8-bit Mario easter egg.
ApiStatus FacePlayerTowardPoint(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerAnimation(Evt *script, b32 isInitialCall)
ApiStatus PlaySoundAtPlayer(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerPushVelocity(Evt *script, b32 isInitialCall)
ApiStatus func_802D2C14(Evt *script, b32 isInitialCall)
ApiStatus PlayerFaceNpc(Evt *script, b32 isInitialCall)
ApiStatus UseExitHeading(Evt *script, b32 isInitialCall)
ApiStatus WaitForPlayerMoveToComplete(Evt *script, b32 isInitialCall)
ApiStatus WaitForPlayerTouchingFloor(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerSpeed(Evt *script, b32 isInitialCall)
Sets the move speed of the player for subequent PlayerMoveTo calls.
ApiStatus SetPlayerActionState(Evt *script, b32 isInitialCall)
ApiStatus FullyRestoreSP(Evt *script, b32 isInitialCall)
ApiStatus DisablePulseStone(Evt *script, b32 isInitialCall)
ApiStatus DisablePartner(Evt *script, b32 isInitialCall)
Disables switching to the given partner.
ApiStatus FullyRestoreHPandFP(Evt *script, b32 isInitialCall)
ApiStatus PlayerMoveTo(Evt *script, b32 isInitialCall)
ApiStatus WaitForPlayerInputEnabled(Evt *script, b32 isInitialCall)
ApiStatus EnablePartner(Evt *script, b32 isInitialCall)
Enables switching to the given partner.
ApiStatus DisablePlayerPhysics(Evt *script, b32 isInitialCall)
Disables player physics if disable is TRUE, enables it if FALSE.
ApiStatus InterpPlayerYaw(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerFlagBits(Evt *script, b32 isInitialCall)
ApiStatus InterruptUsePartner(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerPos(Evt *script, b32 isInitialCall)
ApiStatus func_802D1380(Evt *script, b32 isInitialCall)
ApiStatus PlayerJump(Evt *script, b32 isInitialCall)
ApiStatus func_802D1270(Evt *script, b32 isInitialCall)
MapSettings * get_current_map_settings(void)
Fields other than main, entryList, entryCount, background, and tattle are initialised when the map lo...
void set_player_imgfx_all(s32 animID, ImgFXType imgfxType, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6)
CollisionStatus gCollisionStatus
PartnerStatus gPartnerStatus
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus