2#include "sprite/player.h"
29 anim = ANIM_MarioW3_8bit_Jump;
31 anim = ANIM_Mario1_Jump;
33 anim = ANIM_MarioW1_JumpWatt;
46 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
65 anim = ANIM_MarioW3_8bit_Jump;
67 anim = ANIM_Mario1_Jump;
69 anim = ANIM_MarioW1_JumpWatt;
102 anim = ANIM_Mario1_Fall;
104 anim = ANIM_MarioW1_FallWatt;
129 anim = ANIM_MarioW3_8bit_Jump;
131 anim = ANIM_Mario1_Fall;
133 anim = ANIM_MarioW1_FallWatt;
145 f32 posX, posY, posZ;
147 f32 hitDirX, hitDirZ;
163 posX = playerStatus->
pos.
x;
164 posY = playerStatus->
pos.
y;
165 posZ = playerStatus->
pos.
z;
172 playerStatus->
flags &= ~PS_FLAG_AIRBORNE;
182 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
187 anim = ANIM_Mario1_Fall;
189 anim = ANIM_Peach1_StepDown;
202 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
@ PS_FLAG_ACTION_STATE_CHANGED
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ PA_FLAG_USING_PEACH_PHYSICS
@ SOUND_QUICK_PLAYER_JUMP
@ ACTION_STATE_LAUNCH
Shy Guy Toybox jack-in-the-boxes.
@ CAMERA_MOVE_IGNORE_PLAYER_Y
Entity * get_entity_by_index(s32 index)
HitID player_raycast_below_cam_relative(PlayerStatus *playerStatus, f32 *outX, f32 *outY, f32 *outZ, f32 *outLength, f32 *hitRx, f32 *hitRz, f32 *hitDirX, f32 *hitDirZ)
s32 disable_player_input(void)
s32 get_collider_flags(s32 colliderID)
s32 phys_adjust_cam_on_landing(void)
void set_action_state(s32 actionState)
void phys_update_interact_collider(void)
void suggest_player_anim_allow_backward(AnimID anim)
b32 check_input_jump(void)
void phys_init_integrator_for_current_state(void)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
CollisionStatus gCollisionStatus
PlayerStatus gPlayerStatus
void action_update_peach_step_down(void)
void action_update_step_down(void)
void action_update_jump(void)
void action_update_peach_falling(void)
void initialize_jump(void)
void action_update_landing_on_switch(void)
void action_update_falling(void)