18 {
23 s32 belowColliderID;
24 s32 landed;
25 f32 velocity;
26 u32 entityType;
27 s32 surfaceType;
28
29 static f32 RotationRate;
30
34
37 RotationRate = 0.0f;
44 }
45
46 landed = FALSE;
49 RotationRate = 40.0f;
50 playerStatus->
pitch += RotationRate;
51 if (playerStatus->
pitch >= 360.0f) {
52 playerStatus->
pitch = 360.0f;
53 }
60 if (entity != NULL) {
62 }
63 }
64 }
65 if (playerStatus->
pitch == 360.0f) {
70 }
71 }
73 break;
79 }
80 }
83 }
84 break;
87 RotationRate = 45.0f;
88 playerStatus->
pitch += RotationRate;
89 if (playerStatus->
pitch >= 360.0) {
90 playerStatus->
pitch = 0.0f;
97 }
98 break;
102 if (velocity < -100.0f) {
107 }
113 playerStatus->
flags &= ~PS_FLAG_FLYING;
114 break;
115 } else {
118#if !VERSION_JP
120#endif
123 playerStatus->
flags &= ~PS_FLAG_FLYING;
124 return;
127 playerStatus->
flags &= ~PS_FLAG_FLYING;
128 return;
129 } else {
138 playerStatus->
pitch = 0.0f;
147 }
148 }
149 }
150 break;
153 if (velocity == 0.0f) {
154 landed = TRUE;
155 } else {
157 playerStatus->
pos.
y += velocity;
158 } else {
162 }
163 }
165 }
166 break;
169 if (belowColliderID >= 0) {
174 }
175
178 landed = TRUE;
179 }
180 break;
185 break;
187 break;
188 }
189
190 if (landed) {
192 playerStatus->
flags &= ~PS_FLAG_FLYING;
193 }
195 belowColliderID = get_collider_below_spin_jump();
196 if (belowColliderID >= 0) {
198 collisionStatus->
curFloor = belowColliderID;
199 }
200 }
201}
@ PS_FLAG_ACTION_STATE_CHANGED
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ ENTITY_TYPE_BLUE_SWITCH
@ ENTITY_COLLISION_PLAYER_TOUCH_FLOOR
@ ACTION_STATE_SPIN_POUND
@ ACTION_STATE_LANDING_ON_SWITCH
Small red/blue ! switches.
@ CAMERA_MOVE_IGNORE_PLAYER_Y
void start_rumble(s32, s32)
Entity * get_entity_by_index(s32 index)
f32 integrate_gravity(void)
s32 disable_player_input(void)
s32 get_collider_flags(s32 colliderID)
f32 player_check_collision_below(f32, s32 *colliderID)
s32 enable_player_input(void)
u32 get_entity_type(s32 arg0)
void set_action_state(s32 actionState)
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2)
void suggest_player_anim_allow_backward(AnimID anim)
f32 player_fall_distance(void)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define COLLISION_WITH_ENTITY_BIT
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus
HiddenPanelsData gCurrentHiddenPanels