1#include "Game/Player/Mario.hpp"
2#include "Game/Map/HitInfo.hpp"
3#include "Game/Player/MarioAbyssDamage.hpp"
4#include "Game/Player/MarioBlown.hpp"
5#include "Game/Player/MarioBump.hpp"
6#include "Game/Player/MarioBury.hpp"
7#include "Game/Player/MarioClimb.hpp"
8#include "Game/Player/MarioCrush.hpp"
9#include "Game/Player/MarioDamage.hpp"
10#include "Game/Player/MarioDarkDamage.hpp"
11#include "Game/Player/MarioFaint.hpp"
12#include "Game/Player/MarioFireDamage.hpp"
13#include "Game/Player/MarioFireDance.hpp"
14#include "Game/Player/MarioFireRun.hpp"
15#include "Game/Player/MarioFlip.hpp"
16#include "Game/Player/MarioFlow.hpp"
17#include "Game/Player/MarioFoo.hpp"
18#include "Game/Player/MarioFpView.hpp"
19#include "Game/Player/MarioFreeze.hpp"
20#include "Game/Player/MarioFrontStep.hpp"
21#include "Game/Player/MarioHang.hpp"
22#include "Game/Player/MarioMagic.hpp"
23#include "Game/Player/MarioMapCode.hpp"
24#include "Game/Player/MarioMove.hpp"
25#include "Game/Player/MarioParalyze.hpp"
26#include "Game/Player/MarioRabbit.hpp"
27#include "Game/Player/MarioRecovery.hpp"
28#include "Game/Player/MarioSideStep.hpp"
29#include "Game/Player/MarioSkate.hpp"
30#include "Game/Player/MarioSlider.hpp"
31#include "Game/Player/MarioStep.hpp"
32#include "Game/Player/MarioStick.hpp"
33#include "Game/Player/MarioStun.hpp"
34#include "Game/Player/MarioSukekiyo.hpp"
35#include "Game/Player/MarioSwim.hpp"
36#include "Game/Player/MarioTalk.hpp"
37#include "Game/Player/MarioTeresa.hpp"
38#include "Game/Player/MarioWait.hpp"
39#include "Game/Player/MarioWall.hpp"
40#include "Game/Player/MarioWarp.hpp"
49 _208.setInline(1.0f, 0.0f, 0.0f);
52 _214.setInline(1.0f, 0.0f, 0.0f);
53 _22C.setInline(1.0f, 0.0f, 0.0f);
54 _3E4.setInline(1.0f, 0.0f, 0.0f);
56 _310.setInline(0.0f, 0.0f, 1.0f);
58 _1D8.setInline(0.0f, -1.0f, 0.0f);
60 bool nearZero = MR::isNearZero(_1D8, 0.0010000000475f);
142 _368.setInline(0.0f, 1.0f, 0.0f);
146 _398.setInline(0.0f, 1.0f, 0.0f);
147 _344.setInline(1.0f, 0.0f, 0.0f);
157 _548 = _128 = _124 = 0.0f;
168 mMovementStates_LOW_WORD = 0;
169 mMovementStates_HIGH_WORD = 0;
172 mDrawStates_WORD = 0;
205 for (
unsigned int i = 0; i < 0x20; i++) {
229 for (
unsigned int i = 0; i < 9; i++) {
284 _63C.setInline(1.0f, 0.0f, 0.0f);
285 _648.setInline(0.0f, 1.0f, 0.0f);
286 _654.setInline(0.0f, 0.0f, 1.0f);
335 for (
int i = 0; i < 3; i++) {
343void Mario::setFrontVecKeepUp(
const TVec3f &v)
345 TVec3f stack_38(_208);
346 if (!MR::isNearZero(v, 0.001f)) {
350 PSVECCrossProduct(_1F0.toCVec(), _208.toCVec(), stack_2C.toVec());
352 if (MR::isNearZero(stack_2C, 0.001f)) {
354 MR::vecBlendSphere(stack_38, v, &stack_20, 0.5f);
355 PSVECCrossProduct(_1F0.toCVec(), stack_20.toCVec(), stack_2C.toVec());
356 setFrontVec(stack_20);
357 if (MR::isNearZero(stack_2C, 0.001f)) {
358 setFrontVecKeepSide(v);
362 MR::normalize(&stack_2C);
364 MR::normalize(&_310);
366 PSVECCrossProduct(_310.toCVec(), _1F0.toCVec(), stack_14.toVec());
367 setFrontVec(stack_14);
369 _328 = _208 % PSVECMag(_328.toCVec());