2#include "sprite/player.h"
void snd_stop_sound(s32 soundID)
BSS s32 PopupMenu_SelectedIndex
@ PS_FLAG_ACTION_STATE_CHANGED
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ PA_FLAG_INTERRUPT_USE_PARTNER
forces actions with bow, parakarry, watt, and lakilester to end (sushie not tested)
@ CAMERA_MOVE_IGNORE_PLAYER_Y
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)
s32 get_collider_flags(s32 colliderID)
f32 player_check_collision_below(f32, s32 *colliderID)
void set_action_state(s32 actionState)
HitID player_test_move_with_slipping(PlayerStatus *playerStatus, f32 *posX, f32 *posY, f32 *posZ, f32 speed, f32 heading)
void suggest_player_anim_allow_backward(AnimID anim)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
f32 player_fall_distance(void)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define LOAD_INTEGRATOR_FALL(ptr)
void action_update_sliding(void)
BSS f32 SlideAcceleration
void func_802B6000_E27510(void)
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus