#include "common.h" void func_800E26B0(void) { PlayerStatus* playerStatus = &gPlayerStatus; playerStatus->jumpApexHeight = playerStatus->position.y; } INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E26C4); void set_action_state(s32 actionState); void move_player(s16 duration, f32 heading, f32 speed) { PlayerStatus* playerStatus = &gPlayerStatus; playerStatus->flags |= 0x4000; playerStatus->heading = heading; playerStatus->moveFrames = duration; playerStatus->currentSpeed = speed; if (!(playerStatus->animFlags & 0x400000)) { set_action_state(speed > playerStatus->walkSpeed ? ActionState_RUN : ActionState_WALK); } } INCLUDE_ASM(s32, "code_7bb60_len_41b0", collision_main_above); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E29C8); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E2BB0); INCLUDE_ASM(s32, "code_7bb60_len_41b0", update_fall_state); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E2F60); INCLUDE_ASM(s32, "code_7bb60_len_41b0", gravity_use_fall_parms); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E3100); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E315C); INCLUDE_ASM(s32, "code_7bb60_len_41b0", phys_player_land); f32 integrate_gravity(void) { PlayerStatus* playerStatus = &gPlayerStatus; if (playerStatus->flags & 0x40000) { playerStatus->gravityIntegrator[2] += playerStatus->gravityIntegrator[3] / 1.7f; playerStatus->gravityIntegrator[1] += playerStatus->gravityIntegrator[2] / 1.7f; playerStatus->gravityIntegrator[0] += playerStatus->gravityIntegrator[1] / 1.7f; } else { playerStatus->gravityIntegrator[2] += playerStatus->gravityIntegrator[3]; playerStatus->gravityIntegrator[1] += playerStatus->gravityIntegrator[2]; playerStatus->gravityIntegrator[0] += playerStatus->gravityIntegrator[1]; } return playerStatus->gravityIntegrator[0]; } f32 func_800E34D8(void) { f32 ret = integrate_gravity(); if (func_800E0208() != 0) { ret = 0.0f; } return ret; } INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E3514); INCLUDE_ASM(s32, "code_7bb60_len_41b0", collision_main_lateral); INCLUDE_ASM(s32, "code_7bb60_len_41b0", collision_check_player_intersecting_world); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4404); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4508); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E45E0); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E46C8); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4744); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4AD8); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4B40); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4BB8); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E4F10); INCLUDE_ASM(s32, "code_7bb60_len_41b0", check_input_midair_jump); PartnerId get_current_partner_id(void) { return gPlayerData.currentPartner; } INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5098); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5150); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5174); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E52F8); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5348); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E546C); void save_ground_pos(void) { PlayerStatus* playerStatus = &gPlayerStatus; playerStatus->lastGoodPosition.x = playerStatus->position.x; playerStatus->lastGoodPosition.y = playerStatus->position.y; playerStatus->lastGoodPosition.z = playerStatus->position.z; } INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5520); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5530); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E58F0); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5938); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E59A0); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5A2C); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E5C78); void set_action_state(s32 actionState) { PlayerStatus* playerStatus = &gPlayerStatus; PlayerData* playerData = &gPlayerData; UNK_TYPE* unknownStruct = &D_8010F250; if (playerStatus->flags & 0x200) { playerStatus->flags &= ~0x200; enable_player_input(); } if (playerStatus->animFlags & 0x4000) { if (actionState < ActionState_CONVERSATION) { if (actionState >= 0) { playerStatus->prevActionState = playerStatus->actionState; playerStatus->actionState = actionState; playerStatus->flags |= 0x80000000; } } return; } if (actionState == ActionState_HIT_HAZARD || actionState == ActionState_HIT_LAVA) { u8 partner; if (playerStatus->unk_BF == 3) { actionState = ActionState_HIT_HAZARD; } // Whilst Lakilester, Bow, or Parakarry's ability is active, hazards have no effect. partner = playerData->currentPartner; if (((u8)(partner - 7) < 2) || (playerData->currentPartner == PartnerId_PARAKARRY)) { if (D_8010EBB0[0]) { playerStatus->animFlags |= 0x4; playerStatus->flags |= 0x800; return; } } } if (actionState == ActionState_SLIDING) { playerStatus->flags |= 0x10; playerStatus->moveFrames = 0; playerStatus->flags &= ~0x4000; } playerStatus->prevActionState = playerStatus->actionState; if (actionState == ActionState_USE_TWEESTER) { playerStatus->prevActionState = ActionState_IDLE; } if (actionState == ActionState_ENEMY_FIRST_STRIKE) { playerStatus->animFlags |= 4; } playerStatus->actionState = actionState; playerStatus->flags |= 0x80000000; if (playerStatus->actionState == ActionState_SPIN) { return; } playerStatus->flags &= ~0x20000; playerStatus->animFlags &= ~0x10000; if (unknownStruct[0xC]) { stop_sound(unknownStruct[0xC]); } if (playerStatus->unk_D8) { playerStatus->unk_D8[3][9] = 0xA; playerStatus->unk_D8 = NULL; } } void update_locomotion_state(void) { PlayerStatus* playerStatus = (&gPlayerStatus); do { } while (0); // required to match set_action_state((!is_ability_active(Ability_SLOW_GO) && (SQ(playerStatus->stickAxis[0]) + SQ(playerStatus->stickAxis[1]) >= 0xBD2)) ? ActionState_RUN : ActionState_WALK); } void start_falling(void) { PlayerStatus* playerStatus = &gPlayerStatus; set_action_state(ActionState_FALLING); playerStatus->gravityIntegrator[0] = 0.1143f; playerStatus->gravityIntegrator[1] = -0.2871f; playerStatus->gravityIntegrator[2] = -0.1823f; playerStatus->gravityIntegrator[3] = 0.01152f; } void start_bounce_a(void) { PlayerStatus* playerStatus = &gPlayerStatus; set_action_state(ActionState_BOUNCE); playerStatus->gravityIntegrator[0] = 10.0f; playerStatus->gravityIntegrator[1] = -2.0f; playerStatus->gravityIntegrator[2] = 0.8f; playerStatus->gravityIntegrator[3] = -0.75f; } void start_bounce_b(void) { PlayerStatus* playerStatus = &gPlayerStatus; set_action_state(ActionState_BOUNCE); playerStatus->gravityIntegrator[0] = 8.0f; playerStatus->gravityIntegrator[1] = -1.0f; playerStatus->gravityIntegrator[2] = 0; playerStatus->gravityIntegrator[3] = 0; playerStatus->flags |= 0x800000; } s32 check_input_hammer(void) { PlayerStatus* playerStatus = &gPlayerStatus; PlayerData* playerData = &gPlayerData; if (playerStatus->pressedButtons & Buttons_B) { if (!(playerStatus->flags & 4)) { if (D_8010EBB0[0] != 1 || playerData->currentPartner != PartnerId_WATT) { if (playerData->hammerLevel != -1) { set_action_state(ActionState_HAMMER); return TRUE; } } } } return FALSE; } INCLUDE_ASM(s32, "code_7bb60_len_41b0", check_input_jump); INCLUDE_ASM(s32, "code_7bb60_len_41b0", check_input_spin); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E636C); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E63A4); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E6428); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E6500); INCLUDE_ASM(s32, "code_7bb60_len_41b0", make_disguise_npc); INCLUDE_ASM(s32, "code_7bb60_len_41b0", func_800E66C4);