#ifndef GUARD_FIELD_PLAYER_AVATAR_H #define GUARD_FIELD_PLAYER_AVATAR_H void PlayerStep(u8 direction, u16 newKeys, u16 heldKeys); void ClearPlayerAvatarInfo(void); void SetPlayerAvatarExtraStateTransition(u8, u8); u8 GetPlayerAvatarGenderByGraphicsId(u8); bool8 TestPlayerAvatarFlags(u8); u8 GetPlayerAvatarSpriteId(void); void PlayerGetDestCoords(s16 *, s16 *); u8 GetPlayerFacingDirection(void); u8 GetPlayerMovementDirection(void); u8 PlayerGetCopyableMovement(void); void PlayerWalkNormal(u8); void PlayerWalkFast(u8); void PlayerRideWaterCurrent(u8); void PlayerWalkFaster(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 PlayerGetElevation(void); void SetPlayerAvatarTransitionFlags(u16 a); void CancelPlayerForcedMovement(void); void InitPlayerAvatar(s16 a, s16 b, u8 c, u8 d); void PlayerFreeze(void); void StopPlayerAvatar(void); void SetSpinStartFacingDir(u8); void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr); u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8, u8); void SetPlayerAvatarFieldMove(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 SetPlayerAvatarWatering(u8 direction); u8 GetPlayerAvatarFlags(void); void UpdatePlayerAvatarTransitionState(void); u8 GetFRLGAvatarGraphicsIdByGender(u8); u8 GetRSAvatarGraphicsIdByGender(u8); void PlayerWheelieInPlace(u8 direction); void PlayerWheelieMove(u8 direction); void PlayerPopWheelieWhileMoving(u8 direction); void PlayerUseAcroBikeOnBumpySlope(u8 direction); void PlayerEndWheelieWhileMoving(u8 direction); void DoPlayerSpinEntrance(void); void DoPlayerSpinExit(void); bool32 IsPlayerSpinEntranceActive(void); bool32 IsPlayerSpinExitActive(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