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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 14:41:38 -04:00
match m_player_main_ready_walk_net
This commit is contained in:
@@ -1,4 +1,4 @@
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static int Player_actor_request_main_fall_all(GAME* game, int flags, int prio, f32 speed) {
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static int Player_actor_request_main_fall_all(GAME* game, f32 speed, int flags, int prio) {
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PLAYER_ACTOR* player;
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FALL, prio)) {
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player = GET_PLAYER_ACTOR_GAME(game);
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@@ -0,0 +1,180 @@
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static int Player_actor_request_main_ready_walk_net(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_READY_WALK_NET, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_READY_WALK_NET, 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 void Player_actor_setup_main_Ready_walk_net(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int anim_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_KAMAE_MOVE_M1, -5.0f, &anim_idx, &part_table_idx);
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_KAMAE_MOVE_M1, mPlayer_ANIM_KAMAE_MOVE_M1, 1.0f, 1.0f,
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0.5f, -5.0f, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_CulcAnimation_Ready_walk_net(ACTOR* actor, f32* frame_calc, f32 speed) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 sp = (actor->speed * speed) / 1.8f;
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sp = sqrtf(sp);
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sp = 0.6f * sp;
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if (actor->bg_collision_check.result.hit_wall_count == 2) {
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sp = 0.22f;
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} else {
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if (actor->bg_collision_check.result.hit_wall_count == 1) {
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f32 mod = sin_s(actor->bg_collision_check.wall_info[0].angleY - actor->world.angle.y);
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mod = ABS(mod);
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sp *= sqrtf(mod);
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}
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if (sp < 0.22f) {
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sp = 0.22f;
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}
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}
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player->keyframe0.frame_control.speed = sp;
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player->keyframe1.frame_control.speed = sp;
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Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_SearchAnimation_Ready_walk_net(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
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Player_actor_SetEffect_Walk(actor, game, 6.0f, 9.0f);
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}
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}
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static void Player_actor_Movement_Ready_walk_net(ACTOR* actor, GAME* game, f32* frame) {
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f32 movePR = Player_actor_GetController_move_percentR();
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s16 angle = Player_actor_Get_ControllerAngle(game);
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f32 mod;
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s16 target = actor->world.angle.y;
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f32 over_norm;
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f32 cos;
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f32 old_speed;
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int angle2;
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s16 angle3;
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if (movePR >= 1.0f) {
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mod = 0.5f;
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} else {
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if (movePR <= 0.05f) {
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mod = 0.1f;
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} else {
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mod = 0.1f + (0.5157895f * (movePR - 0.05f));
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}
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}
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add_calc_short_angle2(&target, angle, 1.0f - sqrtf(1.0f - mod), 2500, 50);
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actor->world.angle.y = actor->shape_info.rotation.y = target;
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over_norm = Player_actor_Culc_over_speed_normalize_NoneZero(actor, &actor->world.position);
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movePR = (1.8f * movePR) / over_norm;
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angle3 = Player_actor_Get_ControllerAngle(game) - actor->world.angle.y;
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angle2 = ABS(angle3);
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if (angle2 > 0x8000) {
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angle2 = 0x10000 - angle2;
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}
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cos = cos_s(angle2);
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if (cos <= 0.0f) {
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movePR = 0.0f;
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} else {
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movePR *= cos;
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}
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old_speed = actor->speed;
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if (old_speed != movePR) {
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if (old_speed < movePR) {
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old_speed += 0.60899997f;
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if (old_speed > movePR) {
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old_speed = movePR;
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}
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} else if (old_speed > movePR) {
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old_speed -= 0.32625002f;
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if (old_speed < movePR) {
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old_speed = movePR;
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}
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}
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actor->speed = old_speed;
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}
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*frame = over_norm;
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Player_actor_Movement_Base(actor);
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}
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static void Player_actor_ObjCheck_Ready_walk_net(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Ready_walk_net(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_request_proc_index_fromReady_walk_net(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 speed;
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f32 percent_x;
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f32 percent_y;
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s8 kind;
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s8 getkind;
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if (mPlib_check_player_warp_forEvent()) {
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_22);
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} else {
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if (!actor->bg_collision_check.result.on_ground) {
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Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1);
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}
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if (!Player_actor_CheckController_forNet(game) != 0) {
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Player_actor_request_main_swing_net(game, mPlayer_REQUEST_PRIORITY_22);
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}
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speed = actor->speed;
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percent_x = Player_actor_GetController_move_percentX();
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percent_y = Player_actor_GetController_move_percentY();
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if (speed == 0.0f && percent_x == 0.0f && percent_y == 0.0f) {
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Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_13);
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}
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kind = player->item_kind;
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getkind = Player_actor_Get_ItemKind(actor, player->now_main_index);
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if (kind != getkind) {
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Player_actor_request_main_walk_all(game, NULL, 0.0f, 0, mPlayer_REQUEST_PRIORITY_22);
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}
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}
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}
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static void Player_actor_main_Ready_walk_net(ACTOR* actor, GAME* game) {
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f32 frame;
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f32 calc_frame;
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Player_actor_Movement_Ready_walk_net(actor, game, &frame);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Ready_walk_net(actor, &calc_frame, frame);
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Player_actor_SearchAnimation_Ready_walk_net(actor, game, calc_frame);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Ready_walk_net(actor, game);
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Player_actor_BGcheck_Ready_walk_net(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromReady_walk_net(actor, game);
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}
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