#ifndef GUARD_FIELD_PLAYER_AVATAR_H #define GUARD_FIELD_PLAYER_AVATAR_H void ClearPlayerAvatarInfo(void); void SetPlayerAvatarExtraStateTransition(u8, u8); u8 GetPlayerAvatarGenderByGraphicsId(u8); bool8 TestPlayerAvatarFlags(u8); void PlayerGetDestCoords(s16 *, s16 *); u8 player_get_direction_lower_nybble(void); u8 player_get_direction_upper_nybble(void); u8 player_get_x22(void); void PlayerGoSpeed1(u8); void PlayerGoSpeed2(u8); void PlayerGoSpeed3(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 CheckForFieldObjectCollision(struct MapObject *a, s16 b, s16 c, u8 d, u8 e); u8 PlayerGetZCoord(void); void SetPlayerAvatarTransitionFlags(u16 a); void sub_808BCE8(void); void sub_808D074(u8); void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr); #endif //GUARD_FIELD_PLAYER_AVATAR_H