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https://github.com/ACreTeam/ac-decomp
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match m_player_main_collect_rod
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@@ -0,0 +1,75 @@
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static int Player_actor_request_main_collect_rod(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_COLLECT_ROD, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_COLLECT_ROD, priority);
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return TRUE;
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}
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return FALSE;
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}
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static void Player_actor_setup_main_Collect_rod(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int kind = Player_actor_Get_ItemKind_from_submenu();
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Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_TRANS_WAIT1, mPlayer_INDEX_DOOR, -5.0f, -1.0f, 0);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_NOT_GET_T1, mPlayer_ANIM_NOT_GET_T1, 1.0f, 1.0f, 0.5f,
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0.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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Player_actor_sound_ROD_BACK(actor);
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_ROD, actor->world.position, 2,
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actor->shape_info.rotation.y, game, RSV_NO,
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actor->bg_collision_check.result.unit_attribute, 0);
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}
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static void Player_actor_settle_main_Collect_rod() {
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Player_actor_settle_main_Collect_rod_other_func2();
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}
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static void Player_actor_Movement_Collect_rod(ACTOR* actor) {
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Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
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}
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static int Player_actor_CulcAnimation_Collect_rod(ACTOR* actor, f32* frame_calc) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_SearchAnimation_Collect_rod(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
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}
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}
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static void Player_actor_ObjCheck_Collect_rod(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Collect_rod(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_request_proc_index_fromAir_rod(ACTOR* actor, GAME* game, int ready, int status) {
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if (ready && status != 0) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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}
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}
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static void Player_actor_main_Collect_rod(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int end_flag;
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int status;
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Player_actor_Movement_Collect_rod(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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end_flag = Player_actor_CulcAnimation_Collect_rod(actor, &frame_calc);
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Player_actor_SearchAnimation_Collect_rod(actor, game, frame_calc);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_tex_anime_pattern(actor);
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Player_actor_ObjCheck_Collect_rod(actor, game);
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Player_actor_BGcheck_Collect_rod(actor);
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status = Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromCollect_rod(actor, game, end_flag, status);
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Player_actor_main_Collect_rod_other_func2(actor, game);
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}
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