4#include "sprite/player.h"
132 if (angle >= 90.0f && angle < 270.0f) {
145 for (i = 1; i < 16; i++) {
163 if (angle >= 90.0f && angle < 270.0f) {
172 for (i = 1; i < 16; i++) {
193 if (hammerLevel >= 0) {
201 if (hammerLevel >= 1) {
209 if (hammerLevel >= 2) {
307 if (angle >= 90.0f && angle < 270.0f) {
320 for (i = 1; i < 16; i++) {
343 if (angle >= 90.0f && angle < 270.0f) {
352 for (i = 1; i < 16; i++) {
374 if (hammerLevel == 2) {
376 }
else if (hammerLevel == 1) {
BSS s32 PopupMenu_SelectedIndex
@ CAM_SHAKE_DECAYING_VERTICAL
@ PS_FLAG_ENTERING_BATTLE
@ PS_FLAG_ACTION_STATE_CHANGED
@ ENTITY_TYPE_HAMMER1_BLOCK
@ ENTITY_TYPE_BOMBABLE_ROCK
@ ENTITY_TYPE_HAMMER3_BLOCK
@ ENTITY_TYPE_BLUE_SWITCH
@ ENTITY_TYPE_HAMMER2_BLOCK
@ ENTITY_TYPE_HAMMER3_BLOCK_TINY
@ ENTITY_TYPE_BRICK_BLOCK
@ ENTITY_TYPE_HAMMER2_BLOCK_TINY
@ ENTITY_TYPE_HAMMER1_BLOCK_TINY
@ ENTITY_TYPE_WOODEN_CRATE
@ PLAYER_COLLISION_HAMMER
@ SOUND_SLIDE_WHISTLE_OUT
@ SOUND_LIFE_SHROOM_CHIME
void start_rumble(s32, s32)
Entity * get_entity_by_index(s32 index)
s32 is_ability_active(s32 arg0)
f32 player_get_side_angle(void)
s32 player_test_lateral_overlap(s32, PlayerStatus *, f32 *, f32 *, f32 *, f32, f32)
u32 get_entity_type(s32 arg0)
void set_action_state(s32 actionState)
void suggest_player_anim_allow_backward(AnimID anim)
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
#define COLLISION_WITH_ENTITY_BIT
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus
HiddenPanelsData gCurrentHiddenPanels
s32 action_hammer_is_swinging_away(s32 animID)
void action_hammer_play_hit_fx(s32 hitID)
HammerHitData * HammerHit
void action_hammer_end_swing(void)
void action_update_hammer(void)
BSS HammerHitData D_802B6E90
HitID action_hammer_test_swing_collision(void)