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https://github.com/Ninjdai1/pokeemerald.git
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68 lines
2.3 KiB
C
68 lines
2.3 KiB
C
#ifndef GUARD_FIELD_PLAYER_AVATAR_H
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#define GUARD_FIELD_PLAYER_AVATAR_H
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void player_step(u8 a, u16 b, u16 c);
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void ClearPlayerAvatarInfo(void);
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void SetPlayerAvatarExtraStateTransition(u8, u8);
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u8 GetPlayerAvatarGenderByGraphicsId(u8);
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bool8 TestPlayerAvatarFlags(u8);
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u8 GetPlayerAvatarObjectId(void);
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void PlayerGetDestCoords(s16 *, s16 *);
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u8 GetPlayerFacingDirection(void);
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u8 GetPlayerMovementDirection(void);
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u8 PlayerGetCopyableMovement(void);
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void PlayerGoSpeed1(u8);
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void PlayerGoSpeed2(u8);
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void PlayerRideWaterCurrent(u8);
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void PlayerGoSpeed4(u8);
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void PlayerOnBikeCollide(u8);
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void PlayerFaceDirection(u8 a);
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void PlayerTurnInPlace(u8 a);
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void PlayerJumpLedge(u8 a);
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void PlayerIdleWheelie(u8 a);
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void PlayerStartWheelie(u8 a);
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void PlayerEndWheelie(u8 a);
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void PlayerStandingHoppingWheelie(u8 a);
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void PlayerMovingHoppingWheelie(u8 a);
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void PlayerLedgeHoppingWheelie(u8 a);
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void PlayerAcroTurnJump(u8 a);
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void PlayerSetAnimId(u8 a, u8 b);
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bool8 IsPlayerCollidingWithFarawayIslandMew(u8 direction);
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void PlayerOnBikeCollideWithFarawayIslandMew(u8 direction);
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u8 CheckForEventObjectCollision(struct EventObject *a, s16 b, s16 c, u8 d, u8 e);
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u8 PlayerGetZCoord(void);
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void SetPlayerAvatarTransitionFlags(u16 a);
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void sub_808BCE8(void);
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void InitPlayerAvatar(s16 a, s16 b, u8 c, u8 d);
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void sub_808B864(void);
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void sub_808BCF4(void);
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void sub_808D074(u8);
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void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr);
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u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8, u8);
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void sub_808C114(void);
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u8 GetPlayerAvatarGraphicsIdByCurrentState(void);
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void SetPlayerAvatarStateMask(u8 a);
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u8 GetPlayerAvatarGraphicsIdByStateId(u8 a);
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u8 GetJumpSpecialMovementAction(u32);
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bool8 PartyHasMonWithSurf(void);
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bool8 IsPlayerFacingSurfableFishableWater(void);
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bool8 IsPlayerSurfingNorth(void);
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void sub_808C228(u8 direction);
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u8 sub_808BCD0(void);
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void sub_808B578(void);
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u8 GetFRLGAvatarGraphicsIdByGender(u8);
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u8 GetRSAvatarGraphicsIdByGender(u8);
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void sub_808B980(u8 direction);
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void sub_808B9BC(u8 direction);
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void sub_808B9A4(u8 direction);
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void sub_808C1B4(u8 direction);
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void sub_808B9D4(u8 direction);
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void sub_808D194(void);
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void sub_808D1C8(void);
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bool32 sub_808D1B4(void);
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bool32 sub_808D1E8(void);
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void sub_808C0A8(u8 a);
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u8 player_get_pos_including_state_based_drift(s16 *x, s16 *y);
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#endif // GUARD_FIELD_PLAYER_AVATAR_H
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