2#include "sprite/player.h"
20static s32 get_collider_below_tornado_jump(
void);
25 f32 cameraRelativeYaw;
33 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
47 if (cameraRelativeYaw <= 180.0f) {
55 if (playerStatus->
spinRate >= 0.0f) {
90 if (fallVelocity <= 0.0f) {
97 if (colliderBelow >= 0) {
110 if (fallVelocity < -100.0f) {
181 colliderBelow = get_collider_below_tornado_jump();
182 if (colliderBelow >= 0) {
184 collisionStatus->
curFloor = colliderBelow;
189static s32 get_collider_below_tornado_jump(
void) {
190 f32 posX, posY, posZ, height;
191 f32 hitRx, hitRz, hitDirX, hitDirZ;
@ PS_FLAG_ACTION_STATE_CHANGED
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ ENTITY_TYPE_SCRIPT_SPRING
@ ENTITY_TYPE_BLUE_SWITCH
@ ENTITY_TYPE_SIMPLE_SPRING
@ ENTITY_COLLISION_PLAYER_TOUCH_FLOOR
@ SOUND_LAND_TORANDO_JUMP
@ ACTION_STATE_LANDING_ON_SWITCH
Small red/blue ! switches.
@ ACTION_STATE_TORNADO_POUND
@ CAMERA_MOVE_IGNORE_PLAYER_Y
void start_rumble(s32, s32)
Entity * get_entity_by_index(s32 index)
f32 integrate_gravity(void)
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 phys_player_land(void)
void suggest_player_anim_always_forward(AnimID anim)
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 sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define COLLISION_WITH_ENTITY_BIT
void record_jump_apex(void)
s32 gSpinHistoryBufferPos
s16 gSpinHistoryPosAngle[5]
void action_update_tornado_jump(void)
void phys_clear_spin_history(void)
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus
HiddenPanelsData gCurrentHiddenPanels