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https://github.com/ACreTeam/ac-decomp
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Merge pull request #224 from Hexalotl/ac_t_rei2
Implement and link ac_t_rei2
This commit is contained in:
@@ -497,6 +497,9 @@ ac_t_pistol.c:
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ac_t_rei1.c:
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.text: [0x804A9858, 0x804A99AC]
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.data: [0x8068EEF8, 0x8068EF38]
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ac_t_rei2.c:
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.text: [0x804A99AC, 0x804A9B00]
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.data: [0x8068EF38, 0x8068EF78]
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ac_t_tumbler.c:
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.text: [0x804A9CC4, 0x804A9F24]
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.rodata: [0x80645F10, 0x80645F18]
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@@ -3,6 +3,7 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_tools.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -10,6 +11,15 @@ extern "C" {
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extern ACTOR_PROFILE T_Rei2_Profile;
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typedef void (*REI2_PROC)(ACTOR*);
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typedef struct t_rei2_s {
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TOOLS_ACTOR tools_class;
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REI2_PROC proc;
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int current_id;
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} REI2_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -0,0 +1,83 @@
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#include "ac_t_rei2.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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static void aTRI2_actor_ct(ACTOR* actor, GAME* game);
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static void aTRI2_actor_draw(ACTOR* actor, GAME* game);
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static void aTRI2_actor_move(ACTOR* actor, GAME* game);
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static void aTRI2_setupAction(ACTOR* actor, int action);
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ACTOR_PROFILE T_Rei2_Profile = {
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mAc_PROFILE_T_REI2,
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ACTOR_PART_BG,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_TOOLS,
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sizeof(REI2_ACTOR),
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&aTRI2_actor_ct,
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NONE_ACTOR_PROC,
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&aTRI2_actor_move,
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&aTRI2_actor_draw,
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NULL
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};
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extern Gfx crw_rei2_body_model[];
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static void aTRI2_actor_ct(ACTOR* actor, GAME* game){
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aTRI2_setupAction(actor, 4);
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}
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static void aTRI2_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTRI2_setupAction(ACTOR* actor, int action){
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REI2_ACTOR* rei2 = (REI2_ACTOR*)actor;
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static REI2_PROC process[] = {
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(REI2_PROC)none_proc1, (REI2_PROC)none_proc1, (REI2_PROC)none_proc1, aTRI2_destruct,(REI2_PROC)none_proc1, NULL
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};
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rei2->proc = process[action];
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rei2->current_id = action;
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rei2->tools_class.work0 = action;
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}
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static void aTRI2_actor_move(ACTOR* actor, GAME* game){
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REI2_ACTOR* rei2 = (REI2_ACTOR*)actor;
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if(rei2->tools_class.work0 != rei2->current_id){
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aTRI2_setupAction(actor, rei2->tools_class.work0);
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}
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rei2->proc(actor);
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}
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static void aTRI2_actor_draw(ACTOR* actor, GAME* game){
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REI2_ACTOR* rei2 = (REI2_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(rei2->tools_class.init_matrix == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&rei2->tools_class.matrix_work);
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Matrix_Position_Zero(&rei2->tools_class.actor_class.world.position);
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rei2->tools_class.init_matrix = 0;
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxp++, crw_rei2_body_model);
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SET_POLY_OPA_DISP(gfxp);
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CLOSE_DISP(graph);
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}
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}
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