papermario
Decompilation of Paper Mario
 
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7BB60.c File Reference

Functions

HitID collision_check_player_intersecting_world (s32 mode, s32 arg1, f32 yaw)
 
HitID phys_check_interactable_collision (void)
 
void phys_save_ground_pos (void)
 
void record_jump_apex (void)
 
b32 can_trigger_loading_zone (void)
 
void move_player (s32 duration, f32 heading, f32 speed)
 
HitID collision_main_above (void)
 
void handle_jumping_land_on_switch (void)
 
void handle_jumping_launch (void)
 
void phys_update_jump (void)
 
void phys_init_integrator_for_current_state (void)
 
void gravity_use_fall_parms (void)
 
void phys_update_falling (void)
 
void player_handle_floor_collider_type (s32 colliderID)
 
void phys_player_land (void)
 
f32 integrate_gravity (void)
 
f32 player_fall_distance (void)
 
f32 player_check_collision_below (f32 offset, s32 *colliderID)
 
void collision_main_lateral (void)
 
HitID func_800E4404 (s32 mode, s32 offsetY, f32 arg2, f32 *outX, f32 *outY, f32 *outZ)
 
void collision_check_player_overlaps (void)
 
s32 phys_should_player_be_sliding (void)
 
s32 phys_is_on_sloped_ground (void)
 
void phys_main_collision_below (void)
 
void func_800E4AD8 (s32 mode)
 
void func_800E4B40 (s32 mode, f32 *outX, f32 *outY, f32 *outZ)
 
void collision_lava_reset_check_additional_overlaps (void)
 
void collision_lateral_peach (void)
 
void check_input_midair_jump (void)
 
s8 get_current_partner_id (void)
 
void try_player_footstep_sounds (s32 interval)
 
void phys_update_interact_collider (void)
 
s32 phys_can_player_interact (void)
 
f32 player_get_side_angle (void)
 
f32 player_get_camera_facing_angle (void)
 

Variables

CollisionStatus gCollisionStatus
 
f32 D_8010C928
 
f32 JumpedOnSwitchX
 
f32 JumpedOnSwitchZ
 
f32 StepUpLastYaw
 
f32 GravityParamsStartJump []
 

Function Documentation

◆ can_trigger_loading_zone()

b32 can_trigger_loading_zone ( void )

◆ check_input_midair_jump()

void check_input_midair_jump ( void )

Referenced by phys_update_standard().

◆ collision_check_player_intersecting_world()

HitID collision_check_player_intersecting_world ( s32 mode,
s32 arg1,
f32 yaw )

◆ collision_check_player_overlaps()

void collision_check_player_overlaps ( void )

Referenced by phys_update_standard().

◆ collision_lateral_peach()

void collision_lateral_peach ( void )

◆ collision_lava_reset_check_additional_overlaps()

void collision_lava_reset_check_additional_overlaps ( void )

◆ collision_main_above()

HitID collision_main_above ( void )

Referenced by phys_update_standard().

◆ collision_main_lateral()

void collision_main_lateral ( void )

◆ func_800E4404()

HitID func_800E4404 ( s32 mode,
s32 offsetY,
f32 arg2,
f32 * outX,
f32 * outY,
f32 * outZ )

Referenced by func_800E4B40().

◆ func_800E4AD8()

void func_800E4AD8 ( s32 mode)

◆ func_800E4B40()

void func_800E4B40 ( s32 mode,
f32 * outX,
f32 * outY,
f32 * outZ )

◆ get_current_partner_id()

s8 get_current_partner_id ( void )

◆ gravity_use_fall_parms()

◆ handle_jumping_land_on_switch()

void handle_jumping_land_on_switch ( void )

Referenced by phys_update_jump().

◆ handle_jumping_launch()

void handle_jumping_launch ( void )

Referenced by phys_update_jump().

◆ integrate_gravity()

◆ move_player()

void move_player ( s32 duration,
f32 heading,
f32 speed )

◆ phys_can_player_interact()

◆ phys_check_interactable_collision()

HitID phys_check_interactable_collision ( void )

◆ phys_init_integrator_for_current_state()

void phys_init_integrator_for_current_state ( void )

Referenced by initialize_jump().

◆ phys_is_on_sloped_ground()

s32 phys_is_on_sloped_ground ( void )

◆ phys_main_collision_below()

void phys_main_collision_below ( void )

Referenced by phys_update_standard().

◆ phys_player_land()

◆ phys_save_ground_pos()

void phys_save_ground_pos ( void )

◆ phys_should_player_be_sliding()

s32 phys_should_player_be_sliding ( void )

◆ phys_update_falling()

void phys_update_falling ( void )

Referenced by phys_update_standard().

◆ phys_update_interact_collider()

◆ phys_update_jump()

void phys_update_jump ( void )

Referenced by phys_update_standard().

◆ player_check_collision_below()

◆ player_fall_distance()

◆ player_get_camera_facing_angle()

f32 player_get_camera_facing_angle ( void )

◆ player_get_side_angle()

◆ player_handle_floor_collider_type()

void player_handle_floor_collider_type ( s32 colliderID)

◆ record_jump_apex()

◆ try_player_footstep_sounds()

void try_player_footstep_sounds ( s32 interval)

Variable Documentation

◆ D_8010C928

f32 D_8010C928

◆ gCollisionStatus

◆ GravityParamsStartJump

f32 GravityParamsStartJump[]
extern

◆ JumpedOnSwitchX

f32 JumpedOnSwitchX

◆ JumpedOnSwitchZ

f32 JumpedOnSwitchZ

◆ StepUpLastYaw

f32 StepUpLastYaw