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https://github.com/ACreTeam/ac-decomp
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match m_player_main_lie_bed
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@@ -0,0 +1,176 @@
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static int Player_actor_Check_able_request_main_lie_bed(GAME* game) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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int index = player->now_main_index;
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switch (index) {
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case mPlayer_INDEX_WAIT:
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case mPlayer_INDEX_WALK:
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case mPlayer_INDEX_RUN:
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case mPlayer_INDEX_DASH:
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return TRUE;
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default:
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return FALSE;
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}
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}
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static int Player_actor_request_main_lie_bed(GAME* game, int direction, const xyz_t* pos, int dir, int flags,
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int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_LIE_BED, priority) &&
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Player_actor_Check_able_request_main_lie_bed(game)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.lie_bed.direction = dir;
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player->requested_main_index_data.lie_bed.angle = Player_actor_Get_Angle_fromDirection(direction);
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player->requested_main_index_data.lie_bed.wpos = *pos;
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player->requested_main_index_data.lie_bed.wpos.y = player->actor_class.world.position.y;
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player->requested_main_index_data.lie_bed.flags = flags;
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Player_actor_request_main_index(game, mPlayer_INDEX_LIE_BED, 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 int Player_actor_Get_BasicPlayerAnimeIndex_Lie_bed(int direction, s16 angle) {
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if (angle == 0) {
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if (direction == 1) {
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return mPlayer_ANIM_INBED_L1;
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}
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if (direction == 2) {
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return mPlayer_ANIM_INBED_R1;
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}
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} else if (angle == 0x4000) {
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if (direction == 3) {
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return mPlayer_ANIM_INBED_L1;
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}
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if (direction == 4) {
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return mPlayer_ANIM_INBED_R1;
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}
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} else if (angle == -0x8000) {
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if (direction == 1) {
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return mPlayer_ANIM_INBED_R1;
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}
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if (direction == 2) {
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return mPlayer_ANIM_INBED_L1;
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}
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} else if (angle == -0x4000) {
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if (direction == 3) {
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return mPlayer_ANIM_INBED_R1;
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}
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if (direction == 4) {
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return mPlayer_ANIM_INBED_L1;
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}
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}
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return mPlayer_ANIM_INBED_R1;
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}
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static void Player_actor_setup_main_Lie_bed(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_main_lie_bed_c* main_lie = &player->main_data.lie_bed;
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mPlayer_request_lie_bed_c* req_lie = &player->requested_main_index_data.lie_bed;
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int anim_idx;
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s16 angle;
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keyf = &player->keyframe0;
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anim_idx = Player_actor_Get_BasicPlayerAnimeIndex_Lie_bed(req_lie->direction, req_lie->angle);
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main_lie->flags = req_lie->flags;
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angle = req_lie->angle;
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actor->world.angle.y = angle;
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cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000);
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cKF_SkeletonInfo_R_AnimationMove_ct_base(17.0f, &actor->world.position, &req_lie->wpos,
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actor->shape_info.rotation.y, req_lie->angle, keyf, 3);
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Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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Player_actor_sound_JUMP(actor);
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}
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static void Player_actor_settle_main_Lie_bed(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
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actor->shape_info.rotation.x = -0x4000;
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actor->world.angle.y = actor->shape_info.rotation.y;
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actor->shape_info.shadow_size_change_rate = 0.0f;
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actor->shape_info.shadow_alpha_change_rate = 0.0f;
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}
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static int Player_actor_CulcAnimation_Lie_bed(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_SetSound_Lie_bed(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) {
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Player_actor_sound_BED_IN(actor);
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}
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}
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static void Player_actor_SearchAnimation_Lie_bed(ACTOR* actor, f32 frame) {
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f32 per;
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f32 mod;
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
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cKF_FrameControl_c* fc0_p = &kf0_p->frame_control;
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f32 cur;
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s16 target_x;
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s16 target_y;
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int angle;
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Player_actor_DisappearShadow_fromAnimationFrame(actor, 0.0f, 15.0f);
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cur = fc0_p->current_frame;
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per = sqrtf(get_percent_forAccelBrake(cur, 4.0f, 19.0f, 0.0f, 0.0f));
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target_x = (int)(-16384.0f * per);
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add_calc_short_angle2(&actor->shape_info.rotation.x, target_x, 1.0f - sqrtf(0.5), 1820, 50);
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per = (get_percent_forAccelBrake(cur, 4.0f, 19.0f, 0.0f, 0.0f));
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per = sqrtf(per);
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target_y = actor->world.angle.y;
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if (player->animation0_idx == mPlayer_ANIM_INBED_R1) {
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mod = 16384.0f;
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} else {
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mod = -16384.0f;
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}
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angle = (s16)(mod * per);
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target_y += angle;
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add_calc_short_angle2(&actor->shape_info.rotation.y, target_y, 1.0f - sqrtf(0.5), 1820, 50);
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetSound_Lie_bed(actor);
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}
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}
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static void Player_actor_Movement_Lie_bed(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
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actor->world.angle.y, &player->keyframe0);
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Player_actor_Movement_Base_Stop(actor, FALSE);
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}
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static void Player_actor_request_proc_index_fromLie_bed(GAME* game, int arg) {
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if (arg != 0) {
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Player_actor_request_main_wait_bed(game, mPlayer_REQUEST_PRIORITY_21);
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}
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}
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static void Player_actor_main_Lie_bed(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Lie_bed(actor, &frame_calc);
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Player_actor_SearchAnimation_Lie_bed(actor, frame_calc);
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Player_actor_Movement_Lie_bed(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromLie_bed(game, arg);
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}
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