30 {
33 b32 firstFrame = FALSE;
34 f32 moveMag;
35 f32 moveAngle;
37
39 action_update_walk_peach();
40 return;
41 }
42
46 firstFrame = TRUE;
47
50 }
51
53 anim = ANIM_MarioW3_8bit_Run;
55 anim = ANIM_Mario1_Walk;
56 } else {
57 anim = ANIM_MarioW1_CarryWalk;
58 }
60 }
61
65 return;
66 }
67
70
72 return;
73 }
74
76 return;
77 }
78
80 if (moveMag == 0.0f) {
82 return;
83 }
84
87 if (moveMag >= 20.0f) {
89 }
90 }
91 playerStatus->
animFlags &= ~PA_FLAG_80000000;
92 } else {
95 } else {
97 }
98 }
99
103 return;
104 }
105 }
106
109}
@ PS_FLAG_ACTION_STATE_CHANGED
@ PS_FLAG_CUTSCENE_MOVEMENT
@ PA_FLAG_USING_PEACH_PHYSICS
s32 is_ability_active(s32 arg0)
void player_input_to_move_vector(f32 *angle, f32 *magnitude)
void set_action_state(s32 actionState)
void phys_update_interact_collider(void)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_hammer(void)
void try_player_footstep_sounds(s32 arg0)
b32 check_input_jump(void)
s32 PrevPlayerCamRelativeYaw
PlayerStatus gPlayerStatus