papermario
Decompilation of Paper Mario
 
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7E9D0.c File Reference

Macros

#define PLAYER_ACTION_VRAM_DEF   (void*) 0x802B6000
 

Functions

void func_800E5520 (void)
 
s32 phys_adjust_cam_on_landing (void)
 
void phys_clear_spin_history (void)
 
f32 phys_get_spin_history (s32 lag, s32 *x, s32 *y, s32 *z)
 
void phys_reset_spin_history (void)
 
void phys_update_action_state (void)
 
void phys_peach_update (void)
 
void set_action_state (s32 actionState)
 
void update_locomotion_state (void)
 
void start_falling (void)
 
void start_bounce_a (void)
 
void start_bounce_b (void)
 
b32 check_input_hammer (void)
 
b32 check_input_jump (void)
 
void check_input_spin (void)
 
void peach_set_disguise_anim (AnimID anim)
 
void peach_force_disguise_action (s32 useParasol)
 
void peach_check_for_parasol_input (void)
 
void peach_sync_disguise_npc (void)
 
Npcpeach_make_disguise_npc (s32 peachDisguise)
 
s32 peach_disguise_check_overlaps (void)
 

Variables

void * D_8010C924
 
s32 D_8010C92C
 
s32 D_8010C964
 
s32 gSpinHistoryBufferPos
 
s32 gSpinHistoryPosY [5]
 
s32 gSpinHistoryPosX [5]
 
s32 gSpinHistoryPosZ [5]
 
s16 gSpinHistoryPosAngle [5]
 
BSS s16 D_8010C9B0
 

Macro Definition Documentation

◆ PLAYER_ACTION_VRAM_DEF

#define PLAYER_ACTION_VRAM_DEF   (void*) 0x802B6000

Function Documentation

◆ check_input_hammer()

b32 check_input_hammer ( void )

◆ check_input_jump()

b32 check_input_jump ( void )

◆ check_input_spin()

void check_input_spin ( void )

◆ func_800E5520()

void func_800E5520 ( void )

Referenced by player_reset_data().

◆ peach_check_for_parasol_input()

void peach_check_for_parasol_input ( void )

Referenced by phys_peach_update().

◆ peach_disguise_check_overlaps()

s32 peach_disguise_check_overlaps ( void )

Referenced by action_update_parasol().

◆ peach_force_disguise_action()

void peach_force_disguise_action ( s32 useParasol)

Referenced by action_update_parasol().

◆ peach_make_disguise_npc()

Npc * peach_make_disguise_npc ( s32 peachDisguise)

◆ peach_set_disguise_anim()

◆ peach_sync_disguise_npc()

void peach_sync_disguise_npc ( void )

◆ phys_adjust_cam_on_landing()

◆ phys_clear_spin_history()

void phys_clear_spin_history ( void )

◆ phys_get_spin_history()

f32 phys_get_spin_history ( s32 lag,
s32 * x,
s32 * y,
s32 * z )

◆ phys_peach_update()

void phys_peach_update ( void )

◆ phys_reset_spin_history()

void phys_reset_spin_history ( void )

Referenced by reset_player_status().

◆ phys_update_action_state()

void phys_update_action_state ( void )

◆ set_action_state()

void set_action_state ( s32 actionState)

Referenced by action_hammer_end_swing(), action_update_first_strike(), action_update_hit_fire(), action_update_hit_lava(), action_update_idle(), action_update_idle_peach(), action_update_knockback(), action_update_land(), action_update_launch(), action_update_parasol(), action_update_peach_land(), action_update_peach_step_down_land(), action_update_pushing_block(), action_update_raise_arms(), action_update_run(), action_update_sliding(), action_update_spin(), action_update_spin_jump(), action_update_state_23(), action_update_step_down(), action_update_step_up(), action_update_step_up_peach(), action_update_tornado_jump(), action_update_use_munchlesia(), action_update_use_spinning_flower(), action_update_use_tweester(), action_update_walk(), check_input_hammer(), check_input_jump(), check_input_midair_jump(), check_input_open_menus(), check_input_spin(), check_player_action_debug(), collision_lateral_peach(), end_outta_sight_cleanup(), entity_CymbalPlant_idle(), entity_ScriptSpring_idle(), entity_SimpleSpring_set_jump_params(), entity_TriggerBlock_disable_player_input(), entity_Tweester_idle(), entity_WoodenCrate_idle(), func_802BB000_E2D930(), func_802BC274_E2EBA4(), func_802BC3A0_E2ECD0(), handle_jumping_launch(), move_player(), peach_check_for_parasol_input(), peach_force_disguise_action(), phys_main_collision_below(), phys_peach_update(), phys_player_land(), phys_update_action_state(), phys_update_jump(), player_handle_floor_collider_type(), post_battle(), post_battle(), pre_battle(), pre_battle(), pre_battle(), pre_battle(), pre_battle(), pre_battle(), reset_player_status(), start_bounce_a(), start_bounce_b(), start_falling(), update_encounters_conversation(), update_encounters_neutral(), update_encounters_post_battle(), update_item_entity_pickup(), and update_locomotion_state().

◆ start_bounce_a()

void start_bounce_a ( void )

◆ start_bounce_b()

void start_bounce_b ( void )

◆ start_falling()

void start_falling ( void )

◆ update_locomotion_state()

void update_locomotion_state ( void )

Variable Documentation

◆ D_8010C924

◆ D_8010C92C

s32 D_8010C92C

◆ D_8010C964

s32 D_8010C964

Referenced by phys_reset_spin_history().

◆ D_8010C9B0

BSS s16 D_8010C9B0

◆ gSpinHistoryBufferPos

s32 gSpinHistoryBufferPos

◆ gSpinHistoryPosAngle

s16 gSpinHistoryPosAngle[5]

◆ gSpinHistoryPosX

s32 gSpinHistoryPosX[5]

◆ gSpinHistoryPosY

s32 gSpinHistoryPosY[5]

◆ gSpinHistoryPosZ

s32 gSpinHistoryPosZ[5]