match m_player_main_collect_rod

This commit is contained in:
Prakxo
2024-09-11 20:21:09 +02:00
parent 775a743c5b
commit 16fb9191c9
+75
View File
@@ -0,0 +1,75 @@
static int Player_actor_request_main_collect_rod(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_COLLECT_ROD, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_COLLECT_ROD, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Collect_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int kind = Player_actor_Get_ItemKind_from_submenu();
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_TRANS_WAIT1, mPlayer_INDEX_DOOR, -5.0f, -1.0f, 0);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_NOT_GET_T1, mPlayer_ANIM_NOT_GET_T1, 1.0f, 1.0f, 0.5f,
0.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
Player_actor_sound_ROD_BACK(actor);
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_ROD, actor->world.position, 2,
actor->shape_info.rotation.y, game, RSV_NO,
actor->bg_collision_check.result.unit_attribute, 0);
}
static void Player_actor_settle_main_Collect_rod() {
Player_actor_settle_main_Collect_rod_other_func2();
}
static void Player_actor_Movement_Collect_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
}
static int Player_actor_CulcAnimation_Collect_rod(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_SearchAnimation_Collect_rod(ACTOR* actor, GAME* game, f32 frame) {
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
}
}
static void Player_actor_ObjCheck_Collect_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Collect_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_rod(ACTOR* actor, GAME* game, int ready, int status) {
if (ready && status != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
static void Player_actor_main_Collect_rod(ACTOR* actor, GAME* game) {
f32 frame_calc;
int end_flag;
int status;
Player_actor_Movement_Collect_rod(actor);
Player_actor_Reinput_force_position_angle(actor, game);
end_flag = Player_actor_CulcAnimation_Collect_rod(actor, &frame_calc);
Player_actor_SearchAnimation_Collect_rod(actor, game, frame_calc);
Player_actor_recover_lean_angle(actor);
Player_actor_set_tex_anime_pattern(actor);
Player_actor_ObjCheck_Collect_rod(actor, game);
Player_actor_BGcheck_Collect_rod(actor);
status = Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromCollect_rod(actor, game, end_flag, status);
Player_actor_main_Collect_rod_other_func2(actor, game);
}