sm64coopdx/autogen/lua_functions/mario_actions_airborne.c
MysterD b364493807 Even more Lua improvements
Reorganized autogenerated lua functions into their own file
Grouped up COBJECT LVTs
Partially implemented: struct MarioBodyState, Object, ObjectNode, GraphNodeObject
Reimplemented lua function wrappers for: camera.h, mario.h, mario_actions_*.c, mario_step.h
2022-01-19 19:20:57 -08:00

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C

void play_flip_sounds(struct MarioState *m, s16 frame1, s16 frame2, s16 frame3);
void play_far_fall_sound(struct MarioState *m);
void play_knockback_sound(struct MarioState *m);
s32 lava_boost_on_wall(struct MarioState *m);
s32 check_fall_damage(struct MarioState *m, u32 hardFallAction);
s32 check_kick_or_dive_in_air(struct MarioState *m);
s32 should_get_stuck_in_ground(struct MarioState *m);
s32 check_fall_damage_or_get_stuck(struct MarioState *m, u32 hardFallAction);
s32 check_horizontal_wind(struct MarioState *m);
void update_air_with_turn(struct MarioState *m);
void update_air_without_turn(struct MarioState *m);
void update_lava_boost_or_twirling(struct MarioState *m);
void update_flying_yaw(struct MarioState *m);
void update_flying_pitch(struct MarioState *m);
void update_flying(struct MarioState *m);
u32 common_air_action_step(struct MarioState *m, u32 landAction, s32 animation, u32 stepArg);
s32 act_jump(struct MarioState *m);
s32 act_double_jump(struct MarioState *m);
s32 act_triple_jump(struct MarioState *m);
s32 act_backflip(struct MarioState *m);
s32 act_freefall(struct MarioState *m);
s32 act_hold_jump(struct MarioState *m);
s32 act_hold_freefall(struct MarioState *m);
s32 act_side_flip(struct MarioState *m);
s32 act_wall_kick_air(struct MarioState *m);
s32 act_long_jump(struct MarioState *m);
s32 act_riding_shell_air(struct MarioState *m);
s32 act_twirling(struct MarioState *m);
s32 act_dive(struct MarioState *m);
s32 act_air_throw(struct MarioState *m);
s32 act_water_jump(struct MarioState *m);
s32 act_hold_water_jump(struct MarioState *m);
s32 act_steep_jump(struct MarioState *m);
s32 act_ground_pound(struct MarioState *m);
s32 act_burning_jump(struct MarioState *m);
s32 act_burning_fall(struct MarioState *m);
s32 act_crazy_box_bounce(struct MarioState *m);
u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFallAction, s32 animation, f32 speed);
s32 check_wall_kick(struct MarioState *m);
s32 act_backward_air_kb(struct MarioState *m);
s32 act_forward_air_kb(struct MarioState *m);
s32 act_hard_backward_air_kb(struct MarioState *m);
s32 act_hard_forward_air_kb(struct MarioState *m);
s32 act_thrown_backward(struct MarioState *m);
s32 act_thrown_forward(struct MarioState *m);
s32 act_soft_bonk(struct MarioState *m);
s32 act_getting_blown(struct MarioState *m);
s32 act_air_hit_wall(struct MarioState *m);
s32 act_forward_rollout(struct MarioState *m);
s32 act_backward_rollout(struct MarioState *m);
s32 act_butt_slide_air(struct MarioState *m);
s32 act_hold_butt_slide_air(struct MarioState *m);
s32 act_lava_boost(struct MarioState *m);
s32 act_slide_kick(struct MarioState *m);
s32 act_jump_kick(struct MarioState *m);
s32 act_shot_from_cannon(struct MarioState *m);
s32 act_flying(struct MarioState *m);
s32 act_riding_hoot(struct MarioState *m);
s32 act_flying_triple_jump(struct MarioState *m);
s32 act_top_of_pole_jump(struct MarioState *m);
s32 act_vertical_wind(struct MarioState *m);
s32 act_special_triple_jump(struct MarioState *m);
s32 check_common_airborne_cancels(struct MarioState *m);
s32 mario_execute_airborne_action(struct MarioState *m);