#ifndef GUARD_FIELD_PLAYER_AVATAR_H #define GUARD_FIELD_PLAYER_AVATAR_H void player_step(u8 a, u16 b, u16 c); void ClearPlayerAvatarInfo(void); void SetPlayerAvatarExtraStateTransition(u8, u8); u8 GetPlayerAvatarGenderByGraphicsId(u8); bool8 TestPlayerAvatarFlags(u8); u8 GetPlayerAvatarObjectId(void); void PlayerGetDestCoords(s16 *, s16 *); u8 GetPlayerFacingDirection(void); u8 GetPlayerMovementDirection(void); u8 PlayerGetCopyableMovement(void); void PlayerGoSpeed1(u8); void PlayerGoSpeed2(u8); void PlayerRideWaterCurrent(u8); void PlayerGoSpeed4(u8); void PlayerOnBikeCollide(u8); void PlayerFaceDirection(u8 a); void PlayerTurnInPlace(u8 a); void PlayerJumpLedge(u8 a); void PlayerIdleWheelie(u8 a); void PlayerStartWheelie(u8 a); void PlayerEndWheelie(u8 a); void PlayerStandingHoppingWheelie(u8 a); void PlayerMovingHoppingWheelie(u8 a); void PlayerLedgeHoppingWheelie(u8 a); void PlayerAcroTurnJump(u8 a); void PlayerSetAnimId(u8 a, u8 b); bool8 IsPlayerCollidingWithFarawayIslandMew(u8 direction); void PlayerOnBikeCollideWithFarawayIslandMew(u8 direction); u8 CheckForObjectEventCollision(struct ObjectEvent *a, s16 b, s16 c, u8 d, u8 e); u8 PlayerGetZCoord(void); void SetPlayerAvatarTransitionFlags(u16 a); void sub_808BCE8(void); void InitPlayerAvatar(s16 a, s16 b, u8 c, u8 d); void sub_808B864(void); void sub_808BCF4(void); void sub_808D074(u8); void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr); u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8, u8); void sub_808C114(void); u8 GetPlayerAvatarGraphicsIdByCurrentState(void); void SetPlayerAvatarStateMask(u8 a); u8 GetPlayerAvatarGraphicsIdByStateId(u8 a); u8 GetJumpSpecialMovementAction(u32); bool8 PartyHasMonWithSurf(void); bool8 IsPlayerFacingSurfableFishableWater(void); bool8 IsPlayerSurfingNorth(void); void sub_808C228(u8 direction); u8 GetPlayerAvatarFlags(void); void sub_808B578(void); u8 GetFRLGAvatarGraphicsIdByGender(u8); u8 GetRSAvatarGraphicsIdByGender(u8); void PlayerWheelieInPlace(u8 direction); void sub_808B9BC(u8 direction); void sub_808B9A4(u8 direction); void sub_808C1B4(u8 direction); void sub_808B9D4(u8 direction); void sub_808D194(void); void sub_808D1C8(void); bool32 sub_808D1B4(void); bool32 sub_808D1E8(void); void SetPlayerInvisibility(bool8 invisible); u8 player_get_pos_including_state_based_drift(s16 *x, s16 *y); void StartFishing(u8 rod); #endif // GUARD_FIELD_PLAYER_AVATAR_H