2#include "../src/world/partners.h"
3#include "sprite/npc/WorldParakarry.h"
4#include "sprite/player.h"
6#define NAMESPACE world_parakarry
191 f32 x, y, z, yaw, length;
342 length =
parakarry->collisionHeight / 2.0f;
520 length =
parakarry->collisionHeight / 2.0f;
555 if (!(
parakarry->planarFlyDist < 100.0f)) {
s32 partner_use_ability(void)
BSS s32 PopupMenu_SelectedIndex
@ TWEESTER_PARTNER_ATTRACT
@ TWEESTER_PARTNER_RELEASE
@ PARTNER_ACTION_PARAKARRY_HOVER
@ LANDING_CAM_NEVER_ADJUST
@ COLLIDER_FLAG_IGNORE_PLAYER
@ COLLIDER_FLAGS_SURFACE_TYPE_MASK
@ ACTION_STATE_HOP
Released A before apex of jump.
@ ACTION_STATE_HIT_FIRE
Causes Mario to fly up and take damage. Used for fire bars.
@ CAMERA_MOVE_IGNORE_PLAYER_Y
@ NPC_FLAG_IGNORE_WORLD_COLLISION
@ NPC_FLAG_IGNORE_PLAYER_COLLISION
@ NPC_FLAG_COLLDING_FORWARD_WITH_WORLD
@ NPC_FLAG_IGNORE_CAMERA_FOR_YAW
@ NPC_FLAG_COLLDING_WITH_WORLD
b32 npc_raycast_down_around(s32, f32 *, f32 *, f32 *, f32 *, f32, f32)
void disable_npc_blur(Npc *npc)
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 npc_test_move_complex_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void suggest_player_anim_always_forward(AnimID anim)
void partner_clear_player_tracking(Npc *partner)
void partner_flying_update_player_tracking(Npc *partner)
s32 disable_player_input(void)
s32 get_collider_flags(s32 colliderID)
void enable_npc_blur(Npc *npc)
s32 disable_player_static_collisions(void)
s32 enable_player_input(void)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
s32 phys_adjust_cam_on_landing(void)
void gravity_use_fall_parms(void)
void start_bounce_b(void)
void set_action_state(s32 actionState)
void enable_partner_ai(void)
b32 npc_raycast_up(s32, f32 *, f32 *, f32 *, f32 *)
HitID player_raycast_up_corners(PlayerStatus *, f32 *, f32 *, f32 *, f32 *, f32)
void suggest_player_anim_allow_backward(AnimID anim)
void partner_flying_update_motion(Npc *partner)
void partner_flying_enable(Npc *partner, s32 val)
s32 enable_player_static_collisions(void)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
EncounterStatus gCurrentEncounter
s32 func_800EA52C(s32 partnerID)
s32 partner_init_get_out(Npc *npc)
s32 partner_init_put_away(Npc *partner)
s32 partner_put_away(Npc *partner)
s32 partner_force_player_flip_done(void)
s32 partner_get_out(Npc *partner)
void sfx_play_sound_at_npc(s32 soundID, s32 arg1, s32 npcID)
void sfx_stop_sound(s32 soundID)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Return
Kills the current EVT thread.
Entity * TweesterTouchingPartner
CollisionStatus gCollisionStatus
PartnerStatus gPartnerStatus
GameStatus * gGameStatusPtr
s32 NpcHitQueryColliderID
PlayerStatus gPlayerStatus
EvtScript EVS_WorldParakarry_UseAbility
void N pre_battle(Npc *parakarry)
void N post_battle(Npc *parakarry)
EvtScript EVS_WorldParakarry_PutAway
HitID N update_current_floor(void)
EvtScript EVS_WorldParakarry_Update
void N init(Npc *parakarry)
EvtScript EVS_WorldParakarry_TakeOut
void N try_cancel_tweester(Npc *parakarry)