3#include "sprite/player.h"
27static void action_update_run_peach(
void);
28static void action_update_walk_peach(
void);
33 b32 firstFrame = FALSE;
39 action_update_walk_peach();
53 anim = ANIM_MarioW3_8bit_Run;
55 anim = ANIM_Mario1_Walk;
57 anim = ANIM_MarioW1_CarryWalk;
80 if (moveMag == 0.0f) {
87 if (moveMag >= 20.0f) {
91 playerStatus->
animFlags &= ~PA_FLAG_80000000;
114 b32 firstFrame = FALSE;
118 f32 runSpeedModifier;
121 action_update_run_peach();
136 anim = ANIM_MarioW3_8bit_Run;
138 anim = ANIM_Mario1_Run;
140 anim = ANIM_MarioW1_CarryRun;
152 runSpeedModifier = 1.0f;
155 runSpeedModifier = 1.5f;
171 if (moveMag == 0.0f) {
180 playerStatus->
animFlags &= ~PA_FLAG_80000000;
212static void action_update_walk_peach(
void) {
218 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
234 if (magnitude == 0.0f) {
250static void action_update_run_peach(
void) {
DisguiseAnims BasicPeachDisguiseAnims[]
@ PS_FLAG_ACTION_STATE_CHANGED
@ PS_FLAG_CUTSCENE_MOVEMENT
@ PA_FLAG_USING_PEACH_PHYSICS
@ PEACH_BAKING_CAKE_MIXED
@ PEACH_BAKING_CAKE_WITH_ICING
@ PEACH_BAKING_COMPLETE_CAKE
@ PEACH_BAKING_STRAWBERRY
@ PEACH_BAKING_CAKE_WITH_BERRIES
@ PEACH_BAKING_CAKE_BATTER
s32 is_ability_active(s32 arg0)
void peach_set_disguise_anim(AnimID)
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
void action_update_walk_set_peach_anim(void)
void action_update_run(void)
void action_update_walk(void)