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mario.h
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mario.h
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#ifndef MARIO_H_INCLUDED
#define MARIO_H_INCLUDED
#define MARIO_SCALE 0.0085f
#define LERP(a, b, amnt) (a + (b - a) * amnt)
#define sign(a) (a>0 ? 1 : a<0 ? -1 : 0)
#include <stdint.h>
#include <unordered_set>
#include <unordered_map>
#include <RenderWare.h>
#include "CVector.h"
#include "CEntity.h"
#include "eWeaponType.h"
#include <libsm64.h>
class CPlayerPed;
extern std::unordered_set<eWeaponType> sideAnimWeaponIDs;
extern std::unordered_set<eWeaponType> shoulderWeaponIDs;
extern std::unordered_set<eWeaponType> heavyWeaponIDs;
extern std::unordered_set<eWeaponType> lightWeaponIDs;
extern std::unordered_map<eWeaponType, std::pair<float, float> > weaponKnockbacks;
extern SM64MarioState marioState;
extern SM64MarioGeometryBuffers marioGeometry;
extern CVector marioInterpPos;
extern float headAngleTarget[2];
extern bool overrideHeadAngle;
bool removeObject(CEntity* ent);
bool marioSpawned();
void marioSetPos(const CVector& pos, bool load=true);
void onWallAttack(uint32_t surfaceObjectID);
void marioSpawn();
void marioDestroy();
void marioTick(float dt);
void marioProcessWeapon(CPlayerPed* player);
void marioTestAnim();
#endif // MARIO_H_INCLUDED