mario_actions_stationary.h (2200B)
1 #ifndef MARIO_ACTIONS_STATIONARY 2 #define MARIO_ACTIONS_STATIONARY 3 4 #include <PR/ultratypes.h> 5 6 #include "types.h" 7 8 s32 check_common_idle_cancels(struct MarioState *m); 9 s32 check_common_hold_idle_cancels(struct MarioState *m); 10 s32 act_idle(struct MarioState *m); 11 void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound); 12 s32 act_start_sleeping(struct MarioState *m); 13 s32 act_sleeping(struct MarioState *m); 14 s32 act_waking_up(struct MarioState *m); 15 s32 act_shivering(struct MarioState *m); 16 s32 act_coughing(struct MarioState *m); 17 s32 act_standing_against_wall(struct MarioState *m); 18 s32 act_in_quicksand(struct MarioState *m); 19 s32 act_crouching(struct MarioState *m); 20 s32 act_panting(struct MarioState *m); 21 void stopping_step(struct MarioState *m, s32 animID, u32 action); 22 s32 act_braking_stop(struct MarioState *m); 23 s32 act_butt_slide_stop(struct MarioState *m); 24 s32 act_hold_butt_slide_stop(struct MarioState *m); 25 s32 act_slide_kick_slide_stop(struct MarioState *m); 26 s32 act_start_crouching(struct MarioState *m); 27 s32 act_stop_crouching(struct MarioState *m); 28 s32 act_start_crawling(struct MarioState *m); 29 s32 act_stop_crawling(struct MarioState *m); 30 s32 act_shockwave_bounce(struct MarioState *m); 31 s32 landing_step(struct MarioState *m, s32 arg1, u32 action); 32 s32 check_common_landing_cancels(struct MarioState *m, u32 action); 33 s32 act_jump_land_stop(struct MarioState *m); 34 s32 act_double_jump_land_stop(struct MarioState *m); 35 s32 act_side_flip_land_stop(struct MarioState *m); 36 s32 act_freefall_land_stop(struct MarioState *m); 37 s32 act_triple_jump_land_stop(struct MarioState *m); 38 s32 act_backflip_land_stop(struct MarioState *m); 39 s32 act_lava_boost_land(struct MarioState *m); 40 s32 act_long_jump_land_stop(struct MarioState *m); 41 s32 act_hold_jump_land_stop(struct MarioState *m); 42 s32 act_hold_freefall_land_stop(struct MarioState *m); 43 s32 act_air_throw_land(struct MarioState *m); 44 s32 act_twirl_land(struct MarioState *m); 45 s32 act_ground_pound_land(struct MarioState *m); 46 s32 act_first_person(struct MarioState *m); 47 s32 check_common_stationary_cancels(struct MarioState *m); 48 s32 mario_execute_stationary_action(struct MarioState *m); 49 50 #endif // MARIO_ACTIONS_STATIONARY