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https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
Implement and link ac_t_rei1 (#221)
This commit is contained in:
@@ -494,6 +494,9 @@ ac_t_pistol.c:
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.text: [0x804A95F4, 0x804A9858]
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.rodata: [0x80645EF8, 0x80645F00]
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.data: [0x8068EE98, 0x8068EEF8]
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ac_t_rei1.c:
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.text: [0x804A9858, 0x804A99AC]
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.data: [0x8068EEF8, 0x8068EF38]
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ac_t_tumbler.c:
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.text: [0x804A9CC4, 0x804A9F24]
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.rodata: [0x80645F10, 0x80645F18]
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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_Rei1_Profile;
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typedef void (*REI1_PROC)(ACTOR*);
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typedef struct t_rei1_s {
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TOOLS_ACTOR tools_class;
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REI1_PROC proc;
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int current_id;
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} REI1_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -0,0 +1,83 @@
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#include "ac_t_rei1.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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static void aTRI1_actor_ct(ACTOR* actor, GAME* game);
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static void aTRI1_actor_draw(ACTOR* actor, GAME* game);
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static void aTRI1_actor_move(ACTOR* actor, GAME* game);
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static void aTRI1_setupAction(ACTOR* actor, int action);
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ACTOR_PROFILE T_Rei1_Profile = {
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mAc_PROFILE_T_REI1,
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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_TOOLS,
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sizeof(REI1_ACTOR),
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&aTRI1_actor_ct,
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NONE_ACTOR_PROC,
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&aTRI1_actor_move,
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&aTRI1_actor_draw,
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NULL
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};
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extern Gfx crw_rei1_body_model[];
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static void aTRI1_actor_ct(ACTOR* actor, GAME* game){
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aTRI1_setupAction(actor, 4);
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}
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static void aTRI1_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTRI1_setupAction(ACTOR* actor, int action){
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REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
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static REI1_PROC process[] = {
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(REI1_PROC)none_proc1, (REI1_PROC)none_proc1, (REI1_PROC)none_proc1, aTRI1_destruct,(REI1_PROC)none_proc1, NULL
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};
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rei1->proc = process[action];
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rei1->current_id = action;
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rei1->tools_class.work0 = action;
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}
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static void aTRI1_actor_move(ACTOR* actor, GAME* game){
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REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
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if(rei1->tools_class.work0 != rei1->current_id){
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aTRI1_setupAction(actor, rei1->tools_class.work0);
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}
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rei1->proc(actor);
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}
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static void aTRI1_actor_draw(ACTOR* actor, GAME* game){
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REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(rei1->tools_class.init_matrix == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&rei1->tools_class.matrix_work);
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Matrix_Position_Zero(&rei1->tools_class.actor_class.world.position);
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rei1->tools_class.init_matrix = 0;
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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++, crw_rei1_body_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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}
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