Merge pull request #277 from atasro2/player_field_avatar
decompile a portion of field_player_avatar.s
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@@ -146,6 +146,7 @@ u8 GetJumpInPlaceMovementAction(u32);
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bool8 EventObjectSetHeldMovement(struct EventObject *eventObject, u8 specialAnimId);
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bool8 EventObjectIsMovementOverridden(struct EventObject *eventObject);
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u8 EventObjectCheckHeldMovementStatus(struct EventObject *eventObject);
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u8 EventObjectGetHeldMovementActionId(struct EventObject *eventObject);
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void TryOverrideTemplateCoordsForEventObject(const struct EventObject *eventObject, u8 movementType);
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void OverrideTemplateCoordsForEventObject(const struct EventObject *eventObject);
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void ShiftStillEventObjectCoords(struct EventObject *pObject);
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@@ -185,6 +186,7 @@ bool8 FreezeEventObject(struct EventObject *eventObject);
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u8 GetMoveDirectionFastAnimNum(u8);
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u8 GetMoveDirectionFasterAnimNum(u8);
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u8 GetMoveDirectionFastestAnimNum(u8);
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u8 GetLedgeJumpDirection(s16, s16, u8);
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void CameraObjectSetFollowedObjectId(u8 objectId);
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void MovementType_None(struct Sprite *);
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@@ -45,4 +45,22 @@ void SetPlayerAvatarStateMask(u8 a);
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u8 GetPlayerAvatarGraphicsIdByStateId(u8 a);
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u8 GetJumpSpecialMovementAction(u32);
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bool8 ForcedMovement_None(void);
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bool8 ForcedMovement_Slip(void);
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bool8 ForcedMovement_WalkSouth(void);
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bool8 ForcedMovement_WalkNorth(void);
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bool8 ForcedMovement_WalkWest(void);
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bool8 ForcedMovement_WalkEast(void);
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bool8 ForcedMovement_PushedSouthByCurrent(void);
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bool8 ForcedMovement_PushedNorthByCurrent(void);
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bool8 ForcedMovement_PushedWestByCurrent(void);
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bool8 ForcedMovement_PushedEastByCurrent(void);
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bool8 ForcedMovement_SlideSouth(void);
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bool8 ForcedMovement_SlideNorth(void);
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bool8 ForcedMovement_SlideWest(void);
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bool8 ForcedMovement_SlideEast(void);
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bool8 ForcedMovement_0xBB(void);
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bool8 ForcedMovement_0xBC(void);
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bool8 ForcedMovement_MuddySlope(void);
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#endif // GUARD_FIELD_PLAYER_AVATAR_H
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@@ -4,5 +4,6 @@
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void RotatingGatePuzzleCameraUpdate(s16, s16);
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void RotatingGate_InitPuzzleAndGraphics();
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u32 CheckForRotatingGatePuzzleCollision(u8, s16, s16);
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bool32 CheckForRotatingGatePuzzleCollisionWithoutAnimation(u8, s16, s16);
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#endif // GUARD_ROTATING_GATE_H
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