diff --git a/src/m_player_main_intro.c_inc b/src/m_player_main_intro.c_inc index b5591cf7..58a31a31 100644 --- a/src/m_player_main_intro.c_inc +++ b/src/m_player_main_intro.c_inc @@ -19,7 +19,7 @@ void Player_actor_setup_main_Intro(ACTOR* actor, GAME* game){ } void Player_actor_CulcAnimation_Intro(ACTOR* actor) { - int base; + f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } diff --git a/src/m_player_main_refuse.c_inc b/src/m_player_main_refuse.c_inc index 85262103..381e6057 100644 --- a/src/m_player_main_refuse.c_inc +++ b/src/m_player_main_refuse.c_inc @@ -23,7 +23,7 @@ void Player_actor_Movement_Refuse(ACTOR* actor) { void Player_actor_CulcAnimation_Refuse(ACTOR* actor) { - int base; + f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } diff --git a/src/m_player_main_refuse_pickup.c_inc b/src/m_player_main_refuse_pickup.c_inc index 7cd70e52..c32f5189 100644 --- a/src/m_player_main_refuse_pickup.c_inc +++ b/src/m_player_main_refuse_pickup.c_inc @@ -49,7 +49,7 @@ void Player_actor_Movement_Refuse_pickup(ACTOR* actor) { } void Player_actor_CulcAnimation_Refuse_pickup(ACTOR* actor) { - int base; + f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } diff --git a/src/m_player_main_return_demo.c_inc b/src/m_player_main_return_demo.c_inc index e69de29b..5b8a6b56 100644 --- a/src/m_player_main_return_demo.c_inc +++ b/src/m_player_main_return_demo.c_inc @@ -0,0 +1,77 @@ + +int Player_actor_request_main_return_demo_all(GAME* game, int prev_index, int now_index, f32 time){ + + if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_DEMO, now_index)){ + PLAYER_ACTOR* player = GET_PLAYER_ACTOR((GAME_PLAY*)game); + + player->requested_main_index_data.return_demo.prev_main_index = prev_index; + player->requested_main_index_data.return_demo.time = time; + Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_DEMO, now_index); + return TRUE; + } + else{ + return FALSE; + } +} + + +void Player_actor_setup_main_Return_demo(ACTOR* actor, GAME* game){ + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int anim_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx); + player->main_data.return_demo.timer = 0.0f; + player->main_data.return_demo.max_timer = player->requested_main_index_data.return_demo.time; + player->main_data.return_demo.prev_main_index = player->requested_main_index_data.return_demo.prev_main_index; + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx); + Player_actor_setup_main_Base(actor,game); +} + + +void Player_actor_CulcAnimation_Return_demo(ACTOR* actor){ + f32 base; + + Player_actor_CulcAnimation_Base2(actor, &base); +} + +void Player_actor_Movement_Return_demo(ACTOR* actor){ + Player_actor_Movement_Base_Braking(actor); +} + +void Player_actor_ObjCheck_Return_demo(ACTOR* actor, GAME* game){ + Player_actor_Excute_Corect_forStand(actor,game); +} + +void Player_actor_BGcheck_Return_demo(ACTOR* actor){ + Player_actor_BGcheck_common_type1(actor); +} + +void Player_actor_request_proc_index_fromReturn_demo(ACTOR* actor, GAME* game){ + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 max_timer = player->main_data.return_demo.max_timer; + int prev = player->main_data.return_demo.prev_main_index; + + player->main_data.return_demo.timer += 1.0f; + + if(player->main_data.return_demo.timer >= max_timer){ + if(prev != mPlayer_INDEX_DEMO_WAIT){ + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1); + } + else{ + Player_actor_request_main_demo_wait_all(game, 0, NULL, 19); + } + } +} + +void Player_actor_main_Return_demo(ACTOR* actor, GAME* game){ + Player_actor_Movement_Return_demo(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Return_demo(actor); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Return_demo(actor, game); + Player_actor_BGcheck_Return_demo(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromReturn_demo(actor, game); +}