22API_CALLABLE(SetSurfaceWalkEffect) {
61 switch (surfaceType) {
84 f32 sinAngle, cosAngle;
97 fx_landing_dust(0, x, y, z, 0.0f);
100 fx_misc_particles(3, x, y, z, 13.0f, 10.0f, 1.0f, 5, 30);
115 fx_landing_dust(0, x, y, z, 0.0f);
148 13.0f, 10.0f, 1.0f, 5, 30
182 13.0f, 10.0f, 1.0f, 5, 30
196 f32 sinAngle, cosAngle;
241 f32 sinAngle, cosAngle;
258 for (i = 0; i < 4; i++) {
261 dy = -2.0f - ((
SQ(dx) +
SQ(dz)) / 5.0f);
280 dy = -2.0f - ((
SQ(dx) +
SQ(dz)) / 5.0f);
295 f32 sinAngle, cosAngle;
323 f32 sinAngle, cosAngle;
349 f32 sinAngle, cosAngle;
402 switch (surfaceType) {
425 f32 sinTheta, cosTheta;
430 y = npc->
pos.
y + 0.0f;
439 fx_misc_particles(3, x, y, z, 13.0f, 10.0f, 1.0f, 5, 30);
462 5.0f, 10.0f, 1.0f, 5, 30);
470 f32 sinAngle, cosAngle;
475 y = npc->
pos.
y + + 14.0f;
495 y = npc->
pos.
y + 15.5f;
503 f32 sinAngle, cosAngle;
512 for (i = 0; i < 4; i++) {
515 dy = -2.0f - ((
SQ(dx) +
SQ(dz)) / 5.0f);
521 npc->
pos.
y + 15.5f + dy,
528 dy = -2.0f - ((
SQ(dx) +
SQ(dz)) / 5.0f);
534 npc->
pos.
y + 15.5f + dy,
541 f32 sinAngle, cosAngle;
561 f32 sinAngle, cosAngle;
575 f32 sinAngle, cosAngle;
@ SURFACE_TYPE_HEDGES
used within hedge maze in flo_11
@ SURFACE_TYPE_CLOUD
used with clouds in flo_19 and flo_21
@ PS_FLAG_ACTION_STATE_CHANGED
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ ACTION_STATE_SPIN_POUND
@ ACTION_STATE_TORNADO_POUND
@ NPC_FLAG_TOUCHES_GROUND
s32 evt_get_variable(Evt *script, Bytecode var)
s32 get_collider_flags(s32 colliderID)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void player_surface_spawn_water_fx(void)
f32 PlayerFlowerSplashAngle
s32 NpcFlowerTrailVariant
s32 SurfaceWalkEffectType
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
void player_surface_spawn_cloud_fx(void)
s16 PlayerFlowerTrailDelay
void npc_surface_spawn_water_fx(Npc *npc, SurfaceInteractMode mode)
void player_surface_spawn_hedges_fx(void)
s16 PlayerFlowerSplashDelay
void player_surface_spawn_flower_fx(void)
s16 PlayerWaterSpawnDelay
void player_surface_spawn_snow_fx(void)
void npc_surface_spawn_snow_fx(Npc *npc, SurfaceInteractMode mode)
void npc_surface_spawn_flower_fx(Npc *npc, SurfaceInteractMode mode)
void npc_surface_spawn_cloud_fx(Npc *npc, SurfaceInteractMode mode)
void player_surface_spawn_fx(void)
void npc_surface_spawn_basic_fx(Npc *npc, SurfaceInteractMode mode)
s32 PlayerFlowerTrailVariant
void surface_set_walk_effect(s32 effect)
Select the type of surface effect spawned by the player while moving The effect is reset between maps...
s16 PlayerHedgeSpawnDelay
void npc_surface_spawn_hedges_fx(Npc *npc, SurfaceInteractMode mode)
void player_surface_spawn_basic_fx(void)
@ SURFACE_WALK_FX_STANDARD
@ SURFACE_WALK_FX_SPARKLE
CollisionStatus gCollisionStatus
PartnerStatus gPartnerStatus
PlayerStatus gPlayerStatus