2#include "sprite/player.h" 
   20static s32 get_collider_below_tornado_jump(
void);
 
  189static s32 get_collider_below_tornado_jump(
void) {
 
  190    f32 posX, posY, posZ, height;
 
BSS s32 PopupMenu_SelectedIndex
 
@ 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