f32 Vec3f[3]
Definition: types.h:23
s32 is_anim_past_frame(struct MarioState *m, s16 animFrame)
Definition: mario.c:149
void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags)
Plays a sound if if Mario doesn't have the flag being checked.
Definition: mario.c:238
void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits)
Plays an environment and action noise relevant to what was passed into the function.
Definition: mario.c:342
s32 check_common_action_exits(struct MarioState *m)
Checks a variety of inputs for common transitions between many different actions. ...
Definition: mario.c:1096
void play_mario_action_sound(struct MarioState *m)
Plays an action sound if one has not been played since the last action change.
Definition: mario.c:248
f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil)
Finds the ceiling from a vec3f horizontally and a height (with 80 vertical buffer).
Definition: mario.c:527
signed short int s16
Definition: ultratypes.h:13
u32 mario_get_step_noise(struct MarioState *m)
Finds and returns Mario's step noise/type.
Definition: mario.c:437
struct Surface * resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius)
Collides with walls and returns the most recent wall.
Definition: mario.c:501
s32 execute_mario_action(struct Object *o)
void set_steep_jump_action(struct MarioState *m)
Transitions Mario to a steep jump action.
Definition: mario.c:721
void update_mario_sound_and_camera(struct MarioState *m)
Adjusts Mario's camera and sound based on his action status.
Definition: mario.c:699
s32 mario_get_floor_class(struct MarioState *m)
Returns the slipperines class of Mario's floor.
Definition: mario.c:379
void play_mario_environment_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType)
Plays an environmental sound if one has not been played since the last action change.
Definition: mario.c:300
s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg)
Puts Mario in a given action, as long as it is not overruled by either a quicksand or steep jump...
Definition: mario.c:1052
s16 Vec3s[3]
Definition: types.h:24
s16 return_mario_anim_y_translation(struct MarioState *m)
Finds the vertical translation from Mario's animation.
Definition: mario.c:224
f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario)
Finds the floor height relative from Mario given polar displacement.
Definition: mario.c:655
float f32
Definition: ultratypes.h:29
void play_mario_landing_sound(struct MarioState *m, u32 soundBits)
Plays a landing sound, accounting for metal cap.
Definition: mario.c:318
s32 check_common_hold_action_exits(struct MarioState *m)
Checks a variety of inputs for common transitions between many different object holding actions...
Definition: mario.c:1118
u32 mario_floor_is_slippery(struct MarioState *m)
Determines if a surface is slippery based on the surface class.
Definition: mario.c:553
void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType)
Spawns particles if the step sound says to, then either plays a step sound or relevant other sound...
Definition: mario.c:274
void play_mario_knockback_sound(struct MarioState *m, u32 soundBits)
Plays a knockback sound, accounting for metal cap.
Definition: mario.c:334
void init_mario(void)
Definition: mario.c:1741
struct Object * gMarioObject
The object representing mario.
Definition: object_list_processor.c:96
s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel)
Sets Mario's animation where the animation is sped up or slowed down via acceleration.
Definition: mario.c:95
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID)
Sets Mario's animation without any acceleration, running at its default rate.
Definition: mario.c:62
s32 is_anim_past_end(struct MarioState *m)
Checks if Mario's animation has surpassed 2 frames before its end point.
Definition: mario.c:53
def m
Definition: first-diff.py:153
#define o
Definition: behavior_actions.c:40
void update_mario_pos_for_anim(struct MarioState *m)
Updates Mario's position from his animation's translation.
Definition: mario.c:205
struct Object * gLuigiObject
An object variable that may have been used to represent the planned second player.
Definition: object_list_processor.c:103
s32 set_jump_from_landing(struct MarioState *m)
Puts Mario into a specific jumping action from a landing action.
Definition: mario.c:997
void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits)
Plays a heavy landing (ground pound, etc.) sound, accounting for metal cap.
Definition: mario.c:326
s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw)
Determines if Mario is facing "downhill.".
Definition: mario.c:536
s32 mario_floor_is_steep(struct MarioState *m)
Determines if a surface is steep based on the surface class.
Definition: mario.c:619
s32 mario_floor_is_slope(struct MarioState *m)
Determines if a surface is a slope based on the surface class.
Definition: mario.c:586
s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter)
Increment Mario's hurt counter and set a new action.
Definition: mario.c:1085
u32 set_mario_action(struct MarioState *, u32 action, u32 actionArg)
Puts Mario into a given action, putting Mario through the appropriate specific function if needed...
Definition: mario.c:959
u32 D_80226EB8
Definition: data.c:391
signed int s32
Definition: ultratypes.h:15
s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation)
Rotates the animation's translation into the global coordinate system and returns the animation's fla...
Definition: mario.c:180
s16 find_floor_slope(struct MarioState *m, s16 yawOffset)
Returns the slope of the floor based off points around Mario.
Definition: mario.c:670
void init_mario_from_save_file(void)
Definition: mario.c:1824
void play_mario_step_sound(struct MarioState *m, u32 soundBits)
Plays a step sound, accounting for metal cap.
Definition: mario.c:310
void set_anim_to_frame(struct MarioState *m, s16 animFrame)
Sets the animation to a specific "next" frame from the frame given.
Definition: mario.c:130
s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg)
Drop anything Mario is holding and set a new action.
Definition: mario.c:1076
s32 set_water_plunge_action(struct MarioState *m)
This is the transition function typically for entering a submerged action for a non-submerged action...
Definition: mario.c:1154
void mario_set_forward_vel(struct MarioState *m, f32 speed)
Sets Mario's other velocities from his forward speed.
Definition: mario.c:366
unsigned int u32
Definition: ultratypes.h:16
s32 is_anim_at_end(struct MarioState *m)
Checks if Mario's animation has reached its end point.
Definition: mario.c:44
void adjust_sound_for_speed(struct MarioState *m)
Adjusts the volume/pitch of sounds from Mario's speed.
Definition: mario.c:266
s32 transition_submerged_to_walking(struct MarioState *m)
Transitions Mario from a submerged action to a walking action.
Definition: mario.c:1138