mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-31 08:51:31 -04:00
match m_player_item
This commit is contained in:
@@ -471,6 +471,9 @@ enum {
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mPlayer_ITEM_MAIN_NUM,
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};
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#define mPlayer_ITEM_MAIN_VALID(main_index) ((main_index) >= (mPlayer_ITEM_MAIN_NONE) && (main_index) < (mPlayer_ITEM_MAIN_NUM))
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enum {
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mPlayer_ITEM_KIND_AXE,
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mPlayer_ITEM_KIND_AXE_USE_1,
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@@ -0,0 +1,151 @@
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typedef int (*mPlayer_item_proc)(ACTOR* actor, int, int);
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extern Gfx tol_sponge_1_model[];
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static void Player_actor_Item_Setup_main(ACTOR* actor, int now, int last) {
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static const mPlayer_item_proc proc[] = {
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NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, (mPlayer_item_proc)Player_actor_Item_Setup_main_balloon_normal,
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NULL, NULL,
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};
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if (now != last) {
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if (proc[now] != NULL) {
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proc[now](actor, now, last);
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}
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}
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}
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typedef int (*mPlayer_item_main_proc)(ACTOR* actor, GAME*);
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static int Player_actor_Item_main(ACTOR* actor, GAME* game) {
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static const mPlayer_item_main_proc proc[] = {
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NULL,
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Player_actor_Item_main_axe_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_stop,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_net_normal,
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Player_actor_Item_main_umbrella_normal,
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Player_actor_Item_main_rod_normal,
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Player_actor_Item_main_rod_ready,
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Player_actor_Item_main_rod_cast,
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Player_actor_Item_main_rod_air,
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Player_actor_Item_main_rod_relax,
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Player_actor_Item_main_rod_collect,
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Player_actor_Item_main_rod_vib,
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Player_actor_Item_main_rod_fly,
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Player_actor_Item_main_rod_putaway,
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Player_actor_Item_main_scoop_normal,
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Player_actor_Item_main_balloon_normal,
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Player_actor_Item_main_windmill_normal,
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Player_actor_Item_main_fan_normal,
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};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int now_index = player->now_item_main_index;
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if (mPlayer_ITEM_MAIN_VALID(now_index)) {
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Player_actor_Item_main_other_func1(actor, game);
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if (now_index == mPlayer_ITEM_MAIN_NONE) {
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Player_actor_Item_Set_Command_forUki(actor, 0);
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} else {
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if (proc[now_index] != NULL) {
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return proc[now_index](actor, game);
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}
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}
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}
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return FALSE;
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}
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typedef void (*mPlayer_item_draw_proc)(ACTOR* actor, GAME*);
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static void Player_actor_Item_draw(ACTOR* actor, GAME* game) {
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static const mPlayer_item_draw_proc proc[] = {
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NULL,
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Player_actor_Item_draw_axe,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_net,
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Player_actor_Item_draw_umbrella,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_rod,
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Player_actor_Item_draw_scoop,
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Player_actor_Item_draw_balloon,
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Player_actor_Item_draw_windmill,
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Player_actor_Item_draw_fan,
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};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int now_index = player->now_item_main_index;
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if (mPlayer_ITEM_MAIN_VALID(now_index)) {
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GRAPH* graph = game->graph;
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if (now_index == mPlayer_ITEM_MAIN_NONE) {
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if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WASH_CAR) {
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Mtx* mtx;
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_texture_z_light_fog_prim(graph);
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Matrix_push();
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Matrix_put(&player->right_hand_mtx);
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mtx = _Matrix_to_Mtx_new(game->graph);
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if (mtx != NULL) {
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OPEN_POLY_OPA_DISP(graph);
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gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(__polyOpa++, tol_sponge_1_model);
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CLOSE_POLY_OPA_DISP(graph);
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Matrix_pull();
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}
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}
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player->item_rod_top_pos_set = 0;
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player->balloon_start_pos_set_flag = 0;
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} else {
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if (proc[now_index] != NULL) {
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f32 scale = player->item_scale;
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Mtx* mtx;
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Matrix_push();
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Matrix_put(&player->right_hand_mtx);
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if (scale != 1.0f) {
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Matrix_scale(scale, scale, scale, 1);
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}
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mtx = _Matrix_to_Mtx_new(game->graph);
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if (mtx != NULL) {
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_texture_z_light_fog_prim(graph);
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OPEN_POLY_OPA_DISP(graph);
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gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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CLOSE_POLY_OPA_DISP(graph);
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proc[now_index](actor, game);
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}
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Matrix_pull();
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}
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}
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}
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}
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@@ -1,8 +1,8 @@
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int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
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static int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
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return 0;
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}
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void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
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static void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int shape_type;
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@@ -1,8 +1,8 @@
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s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){
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static s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){
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return -actor->shape_info.rotation.x;
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}
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void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){
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static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int check = FALSE;
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@@ -27,13 +27,13 @@ void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int k
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}
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void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){
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static void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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s16 angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor);
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add_calc_short_angle2(&player->balloon_lean_angle, angle, 1.0f - sqrtf(0.91f), 250, 0);
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}
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void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
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static void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 speed = player->item_keyframe.frame_control.speed;
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f32 cur = player->item_keyframe.frame_control.current_frame;
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@@ -54,7 +54,7 @@ void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
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}
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void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
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static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 max = player->item_keyframe.frame_control.max_frames;
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int index;
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@@ -165,7 +165,7 @@ void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
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}
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void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
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static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 cur = player->item_keyframe.frame_control.current_frame;
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f32 max = player->item_keyframe.frame_control.max_frames;
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@@ -191,13 +191,13 @@ void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
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}
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}
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int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){
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static int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){
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Player_actor_Item_set_balloon_lean_angle(actor);
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Player_actor_Item_CulcAnimation_balloon_normal(actor);
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return 0;
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}
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int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
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static int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
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u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){
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switch(joint_idx){
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@@ -218,7 +218,7 @@ int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyf
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return 1;
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}
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int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
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static int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
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u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){
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switch(joint_idx){
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case 1:
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@@ -238,7 +238,7 @@ int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyfr
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return 1;
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}
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void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
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static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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Mtx* item_mtx;
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GAME_PLAY* play = (GAME_PLAY*)game;
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@@ -1,8 +1,8 @@
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int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){
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static int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){
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return 0;
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}
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void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){
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static void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int type;
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+16
-16
@@ -1,25 +1,25 @@
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void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){
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add_calc_short_angle2(&angle->x, base->x, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
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add_calc_short_angle2(&angle->y, base->y, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
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add_calc_short_angle2(&angle->z, base->z, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){
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static const s_xyz basic_angle = {0, 182, -7281};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){
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static s_xyz basic_angle = {0, 364, -11832};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle, const xyz_t* arg2, const xyz_t* end_left_angle, const xyz_t* end_right_angle){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle, const xyz_t* arg2, const xyz_t* end_left_angle, const xyz_t* end_right_angle){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 sp = (player->keyframe0.frame_control.speed - 0.22f) / 0.38f;
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s_xyz base;
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@@ -73,7 +73,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const x
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Player_actor_Item_net_CulcJointAngle_dummy_net_base(net_angle, &base, 2730, 100, 0.2f);
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
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static const xyz_t basic_start_move_angle = {0, 182.0f, -7281.0f};
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static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
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static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
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@@ -83,7 +83,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&ZeroSVec, 2730, 100, 0.2f);
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@@ -91,7 +91,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
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static const xyz_t basic_start_move_angle = { 0.0f, 364.0f, -11832.0f };
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static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
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static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
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@@ -102,7 +102,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
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void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
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static const xyz_t basic_angle = { 0.0f, -4551.0f, -4551.0f };
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Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
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@@ -110,14 +110,14 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
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void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){
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static const xyz_t basic_angle = {0.0f, 0.0f, -11832.0f};
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Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
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}
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void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
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static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if(player->keyframe0.frame_control.current_frame >= 0.5f){
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@@ -130,7 +130,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
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typedef void (*mPlayer_item_net_proc)(ACTOR*);
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void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
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static void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
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static mPlayer_item_net_proc proc[] = {
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Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
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Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
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@@ -210,20 +210,20 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
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}
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}
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int Player_actor_Item_main_net_normal(ACTOR* actor){
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static int Player_actor_Item_main_net_normal(ACTOR* actor, GAME* game){
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Player_actor_Item_CulcAnimation_Base(actor);
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Player_actor_Item_net_CulcJointAngle_dummy_net(actor);
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return 0;
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_net_stop(ACTOR* actor){
|
||||
static int Player_actor_Item_main_net_stop(ACTOR* actor, GAME* game){
|
||||
int ret = Player_actor_Item_CulcAnimation_Base2(actor);
|
||||
|
||||
Player_actor_Item_net_CulcJointAngle_dummy_net(actor);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){
|
||||
static void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Matrix_rotateXYZ(player->net_angle.x, player->net_angle.y, player->net_angle.z, 1);
|
||||
@@ -232,7 +232,7 @@ void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){
|
||||
typedef void (*mPlayer_item_net_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape,
|
||||
u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
|
||||
|
||||
int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
|
||||
static const mPlayer_item_net_draw_proc proc[] = {
|
||||
NULL, NULL, (mPlayer_item_net_draw_proc)Player_actor_Item_draw_net_After_dummy_net, NULL, NULL, NULL,
|
||||
@@ -247,7 +247,7 @@ int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe,
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_net(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_draw_net(ACTOR* actor, GAME* game){
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
|
||||
+31
-31
@@ -1,4 +1,4 @@
|
||||
void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) {
|
||||
static void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) {
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
ACTOR* rod = player->fishing_rod_actor_p;
|
||||
f32 scale = 0.01f;
|
||||
@@ -14,7 +14,7 @@ void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) {
|
||||
}
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 1);
|
||||
@@ -25,7 +25,7 @@ void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_Set_Scale_forUki_normal(actor, game);
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
@@ -33,7 +33,7 @@ int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 2);
|
||||
@@ -44,7 +44,7 @@ void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){
|
||||
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
@@ -52,7 +52,7 @@ int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){
|
||||
static void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
if(index == mPlayer_INDEX_CAST_ROD){
|
||||
@@ -65,7 +65,7 @@ void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){
|
||||
}
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 3);
|
||||
@@ -76,7 +76,7 @@ void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){
|
||||
|
||||
}
|
||||
|
||||
int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){
|
||||
static int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -91,7 +91,7 @@ int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
int status;
|
||||
|
||||
@@ -102,7 +102,7 @@ int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){
|
||||
return status;
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 4);
|
||||
@@ -112,7 +112,7 @@ void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
@@ -120,7 +120,7 @@ int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -143,7 +143,7 @@ void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){
|
||||
}
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_RightHandPos_forUki(actor, player->now_main_index);
|
||||
@@ -152,7 +152,7 @@ void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){
|
||||
static int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -164,13 +164,13 @@ int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){
|
||||
}
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_relax(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_relax(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_SetFrame_forUki_relax(actor,game);
|
||||
Player_actor_Item_Set_Value_forUki_relax(actor);
|
||||
return Player_actor_Item_Check_Status_forUki_relax(actor);
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 6);
|
||||
@@ -180,7 +180,7 @@ void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){
|
||||
static int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -194,13 +194,13 @@ int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_collect(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_collect(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
Player_actor_Item_Set_Value_forUki_collect(actor);
|
||||
return Player_actor_Item_Check_Status_forUki_collect(actor);
|
||||
}
|
||||
|
||||
void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){
|
||||
static void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -233,7 +233,7 @@ void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){
|
||||
}
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 6);
|
||||
@@ -244,7 +244,7 @@ void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){
|
||||
static int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -258,13 +258,13 @@ int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_vib(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_vib(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_SetFrame_forUki_vib(actor);
|
||||
Player_actor_Item_Set_Value_forUki_vib(actor);
|
||||
return Player_actor_Item_Check_Status_forUki_vib(actor);
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 6);
|
||||
@@ -275,7 +275,7 @@ void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){
|
||||
static int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
|
||||
|
||||
@@ -289,13 +289,13 @@ int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_fly(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_fly(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
Player_actor_Item_Set_Value_forUki_fly(actor);
|
||||
return Player_actor_Item_Check_Status_forUki_fly(actor);
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){
|
||||
static void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
if(index == mPlayer_INDEX_PUTAWAY_ROD){
|
||||
@@ -316,7 +316,7 @@ void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){
|
||||
}
|
||||
}
|
||||
|
||||
void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){
|
||||
static void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_Set_Command_forUki(actor, 5);
|
||||
@@ -327,7 +327,7 @@ void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){
|
||||
Player_actor_Item_Set_RodTopPos_forUki(actor);
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
@@ -336,7 +336,7 @@ int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){
|
||||
static void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
Matrix_Position_VecX(&player->item_rod_top_pos, 1050.0f);
|
||||
@@ -345,7 +345,7 @@ void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){
|
||||
typedef void (*mPlayer_item_rod_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape,
|
||||
u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
|
||||
|
||||
int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
static int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
|
||||
static const mPlayer_item_net_draw_proc proc[] = {
|
||||
NULL,NULL,NULL,NULL, (mPlayer_item_rod_draw_proc)Player_actor_Item_draw_net_After_main4_sao,
|
||||
@@ -360,7 +360,7 @@ int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe,
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
Mtx* mtx;
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
int type;
|
||||
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game){
|
||||
Player_actor_Get_umbrella_p(actor,game);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
TOOLS_ACTOR* umbrella = (TOOLS_ACTOR*)Player_actor_Get_umbrella_p(actor,game);
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
void Player_actor_Item_windmill_CulcParam(ACTOR* actor){
|
||||
static void Player_actor_Item_windmill_CulcParam(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
xyz_t pos;
|
||||
|
||||
@@ -104,7 +104,7 @@ static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* gam
|
||||
}
|
||||
}
|
||||
|
||||
int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){
|
||||
static int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){
|
||||
Player_actor_Item_windmill_CulcParam(actor);
|
||||
Player_actor_Item_windmill_CulcRotationSpeed(actor, game);
|
||||
Player_actor_Item_CulcAnimation_Base(actor);
|
||||
@@ -113,7 +113,7 @@ int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){
|
||||
static void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
s_xyz* angle = &player->windmill_angle;
|
||||
xyz_t* item_end = &player->other_item_end_pos;
|
||||
@@ -132,7 +132,7 @@ void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){
|
||||
typedef void (*mPlayer_item_windmill_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape,
|
||||
u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
|
||||
|
||||
int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
static int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
|
||||
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
|
||||
static const mPlayer_item_windmill_draw_proc proc[] = {
|
||||
NULL,NULL, (mPlayer_item_windmill_draw_proc)Player_actor_Item_draw_windmill_After_kaza1_fan,
|
||||
@@ -147,7 +147,7 @@ int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyf
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){
|
||||
static void Player_actor_Item_draw_windmill(ACTOR* actor, GAME* game){
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
Mtx* mtx;
|
||||
|
||||
Reference in New Issue
Block a user