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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link ac_hanabi
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@@ -342,6 +342,10 @@ ac_t_flag.c:
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.text: [0x804A8454, 0x804A8834]
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.rodata: [0x80645EB0, 0x80645EC8]
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.data: [0x8068EC28, 0x8068EC50]
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ac_t_hanabi.c:
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.text: [0x804A8834, 0x804A8A9C]
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.rodata: [0x80645EC8, 0x80645ED0]
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.data: [0x8068EC50, 0x8068ECB0]
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ac_t_pistol.c:
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.text: [0x804A95F4, 0x804A9858]
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.rodata: [0x80645EF8, 0x80645F00]
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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_Hanabi_Profile;
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typedef void (*HANABI_PROC)(ACTOR*);
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typedef struct t_hanabi_s{
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TOOLS_ACTOR tools_class;
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u8 pad2[0x8];
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HANABI_PROC proc;
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int current_id;
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}HANABI_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -40,6 +40,8 @@ typedef void (*mActor_proc)(ACTOR*, GAME*);
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#define ACTOR_OBJ_BANK_12 12
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#define ACTOR_OBJ_BANK_16 16
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#define ACTOR_OBJ_BANK_41 41
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#define ACTOR_OBJ_BANK_53 53
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enum actor_part {
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ACTOR_PART_FG,
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@@ -0,0 +1,126 @@
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#include "ac_t_hanabi.h"
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#include "m_rcp.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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static void aTHB_actor_ct(ACTOR* actor, GAME* game);
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static void aTHB_actor_dt(ACTOR* actor, GAME* game);
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static void aTHB_actor_move(ACTOR* actor, GAME* game);
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static void aTHB_actor_draw(ACTOR* actor, GAME* game);
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ACTOR_PROFILE T_Hanabi_Profile = {
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mAc_PROFILE_T_HANABI,
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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_53,
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sizeof(HANABI_ACTOR),
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&aTHB_actor_ct,
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&aTHB_actor_dt,
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&aTHB_actor_move,
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&aTHB_actor_draw,
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NULL
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};
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static void aTHB_setupAction(ACTOR* actor, int idx);
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extern Gfx main_utiwa1_model[];
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static void aTHB_actor_ct(ACTOR* actor, GAME* game){
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aTHB_setupAction(actor, 1);
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}
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static void aTHB_actor_dt(ACTOR* actor, GAME* game){
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}
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static void aTHB_calc_scale(ACTOR* actor, int idx){
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static f32 aim[] = {1.0f, 0.0f};
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f32 hanabi_scale = actor->scale.x;
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chase_f(&hanabi_scale, aim[idx],0.05f);
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actor->scale.x = hanabi_scale;
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actor->scale.y = hanabi_scale;
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actor->scale.z = hanabi_scale;
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}
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void aTHB_takeout(ACTOR* actor){
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aTHB_calc_scale(actor, 0);
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}
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void aTHB_putaway(ACTOR* actor){
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aTHB_calc_scale(actor, 1);
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}
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void aTHB_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTHB_setupAction(ACTOR* actor, int idx){
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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static HANABI_PROC process[] = {(HANABI_PROC)none_proc1, aTHB_takeout,aTHB_putaway,aTHB_destruct,
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(HANABI_PROC)none_proc1,NULL};
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static f32 start_scale[] = {0.0f, 0.0f, 1.0f,1.0f,1.0f,0.0f,0.0f};
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f32 scale;
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hanabi->proc = process[idx];
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hanabi->current_id = idx;
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hanabi->tools_class.process_id = idx;
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scale = start_scale[idx];
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hanabi->tools_class.actor_class.scale.x = scale;
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hanabi->tools_class.actor_class.scale.y = scale;
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hanabi->tools_class.actor_class.scale.z = scale;
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}
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static void aTHB_actor_move(ACTOR* actor, GAME* game){
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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int t = hanabi->tools_class.process_id;
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if(t!= hanabi->current_id){
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aTHB_setupAction(actor, t);
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}
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hanabi->proc(actor);
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}
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static void aTHB_actor_draw(ACTOR* actor, GAME* game){
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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GRAPH* graph = game->graph;
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Gfx* gfxp;
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OPEN_DISP(graph);
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if(hanabi->tools_class.enable == 1){
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Matrix_put(&hanabi->tools_class.matrix_work);
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Matrix_Position_Zero(&hanabi->tools_class.actor_class.world.position);
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hanabi->tools_class.enable = 0;
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}
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else{
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Matrix_translate(hanabi->tools_class.actor_class.world.position.x, hanabi->tools_class.actor_class.world.position.y,
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hanabi->tools_class.actor_class.world.position.z, FALSE);
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Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
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}
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Matrix_scale(hanabi->tools_class.actor_class.scale.x, hanabi->tools_class.actor_class.scale.y, hanabi->tools_class.actor_class.scale.z, TRUE);
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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++, main_utiwa1_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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