match m_player_item

This commit is contained in:
Prakxo
2024-09-05 16:38:09 +02:00
parent ae3ffb5b89
commit 41380f36c6
10 changed files with 224 additions and 70 deletions
+3
View File
@@ -471,6 +471,9 @@ enum {
mPlayer_ITEM_MAIN_NUM,
};
#define mPlayer_ITEM_MAIN_VALID(main_index) ((main_index) >= (mPlayer_ITEM_MAIN_NONE) && (main_index) < (mPlayer_ITEM_MAIN_NUM))
enum {
mPlayer_ITEM_KIND_AXE,
mPlayer_ITEM_KIND_AXE_USE_1,
+151
View File
@@ -0,0 +1,151 @@
typedef int (*mPlayer_item_proc)(ACTOR* actor, int, int);
extern Gfx tol_sponge_1_model[];
static void Player_actor_Item_Setup_main(ACTOR* actor, int now, int last) {
static const mPlayer_item_proc proc[] = {
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, (mPlayer_item_proc)Player_actor_Item_Setup_main_balloon_normal,
NULL, NULL,
};
if (now != last) {
if (proc[now] != NULL) {
proc[now](actor, now, last);
}
}
}
typedef int (*mPlayer_item_main_proc)(ACTOR* actor, GAME*);
static int Player_actor_Item_main(ACTOR* actor, GAME* game) {
static const mPlayer_item_main_proc proc[] = {
NULL,
Player_actor_Item_main_axe_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_stop,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_net_normal,
Player_actor_Item_main_umbrella_normal,
Player_actor_Item_main_rod_normal,
Player_actor_Item_main_rod_ready,
Player_actor_Item_main_rod_cast,
Player_actor_Item_main_rod_air,
Player_actor_Item_main_rod_relax,
Player_actor_Item_main_rod_collect,
Player_actor_Item_main_rod_vib,
Player_actor_Item_main_rod_fly,
Player_actor_Item_main_rod_putaway,
Player_actor_Item_main_scoop_normal,
Player_actor_Item_main_balloon_normal,
Player_actor_Item_main_windmill_normal,
Player_actor_Item_main_fan_normal,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int now_index = player->now_item_main_index;
if (mPlayer_ITEM_MAIN_VALID(now_index)) {
Player_actor_Item_main_other_func1(actor, game);
if (now_index == mPlayer_ITEM_MAIN_NONE) {
Player_actor_Item_Set_Command_forUki(actor, 0);
} else {
if (proc[now_index] != NULL) {
return proc[now_index](actor, game);
}
}
}
return FALSE;
}
typedef void (*mPlayer_item_draw_proc)(ACTOR* actor, GAME*);
static void Player_actor_Item_draw(ACTOR* actor, GAME* game) {
static const mPlayer_item_draw_proc proc[] = {
NULL,
Player_actor_Item_draw_axe,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_net,
Player_actor_Item_draw_umbrella,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_rod,
Player_actor_Item_draw_scoop,
Player_actor_Item_draw_balloon,
Player_actor_Item_draw_windmill,
Player_actor_Item_draw_fan,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int now_index = player->now_item_main_index;
if (mPlayer_ITEM_MAIN_VALID(now_index)) {
GRAPH* graph = game->graph;
if (now_index == mPlayer_ITEM_MAIN_NONE) {
if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WASH_CAR) {
Mtx* mtx;
_texture_z_light_fog_prim(graph);
Matrix_push();
Matrix_put(&player->right_hand_mtx);
mtx = _Matrix_to_Mtx_new(game->graph);
if (mtx != NULL) {
OPEN_POLY_OPA_DISP(graph);
gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(__polyOpa++, tol_sponge_1_model);
CLOSE_POLY_OPA_DISP(graph);
Matrix_pull();
}
}
player->item_rod_top_pos_set = 0;
player->balloon_start_pos_set_flag = 0;
} else {
if (proc[now_index] != NULL) {
f32 scale = player->item_scale;
Mtx* mtx;
Matrix_push();
Matrix_put(&player->right_hand_mtx);
if (scale != 1.0f) {
Matrix_scale(scale, scale, scale, 1);
}
mtx = _Matrix_to_Mtx_new(game->graph);
if (mtx != NULL) {
_texture_z_light_fog_prim(graph);
OPEN_POLY_OPA_DISP(graph);
gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
CLOSE_POLY_OPA_DISP(graph);
proc[now_index](actor, game);
}
Matrix_pull();
}
}
}
}
+2 -2
View File
@@ -1,8 +1,8 @@
int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
return 0;
}
void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int shape_type;
+10 -10
View File
@@ -1,8 +1,8 @@
s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){
static s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){
return -actor->shape_info.rotation.x;
}
void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){
static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int check = FALSE;
@@ -27,13 +27,13 @@ void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int k
}
void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){
static void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
s16 angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor);
add_calc_short_angle2(&player->balloon_lean_angle, angle, 1.0f - sqrtf(0.91f), 250, 0);
}
void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
static void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 speed = player->item_keyframe.frame_control.speed;
f32 cur = player->item_keyframe.frame_control.current_frame;
@@ -54,7 +54,7 @@ void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
}
void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 max = player->item_keyframe.frame_control.max_frames;
int index;
@@ -165,7 +165,7 @@ void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
}
void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 cur = player->item_keyframe.frame_control.current_frame;
f32 max = player->item_keyframe.frame_control.max_frames;
@@ -191,13 +191,13 @@ void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
}
}
int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){
Player_actor_Item_set_balloon_lean_angle(actor);
Player_actor_Item_CulcAnimation_balloon_normal(actor);
return 0;
}
int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
static int Player_actor_Item_draw_balloon_Before(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){
switch(joint_idx){
@@ -218,7 +218,7 @@ int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyf
return 1;
}
int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
static int Player_actor_Item_draw_balloon_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){
switch(joint_idx){
case 1:
@@ -238,7 +238,7 @@ int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyfr
return 1;
}
void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Mtx* item_mtx;
GAME_PLAY* play = (GAME_PLAY*)game;
+2 -2
View File
@@ -1,8 +1,8 @@
int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){
return 0;
}
void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int type;
+16 -16
View File
@@ -1,25 +1,25 @@
void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){
add_calc_short_angle2(&angle->x, base->x, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
add_calc_short_angle2(&angle->y, base->y, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
add_calc_short_angle2(&angle->z, base->z, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){
static const s_xyz basic_angle = {0, 182, -7281};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){
static s_xyz basic_angle = {0, 364, -11832};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
}
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){
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){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 sp = (player->keyframe0.frame_control.speed - 0.22f) / 0.38f;
s_xyz base;
@@ -73,7 +73,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const x
Player_actor_Item_net_CulcJointAngle_dummy_net_base(net_angle, &base, 2730, 100, 0.2f);
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
static const xyz_t basic_start_move_angle = {0, 182.0f, -7281.0f};
static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
@@ -83,7 +83,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&ZeroSVec, 2730, 100, 0.2f);
@@ -91,7 +91,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
static const xyz_t basic_start_move_angle = { 0.0f, 364.0f, -11832.0f };
static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
@@ -102,7 +102,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
static const xyz_t basic_angle = { 0.0f, -4551.0f, -4551.0f };
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
@@ -110,14 +110,14 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){
static const xyz_t basic_angle = {0.0f, 0.0f, -11832.0f};
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
}
void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if(player->keyframe0.frame_control.current_frame >= 0.5f){
@@ -130,7 +130,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
typedef void (*mPlayer_item_net_proc)(ACTOR*);
void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
static void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
static mPlayer_item_net_proc proc[] = {
Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
@@ -210,20 +210,20 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
}
}
int Player_actor_Item_main_net_normal(ACTOR* actor){
static int Player_actor_Item_main_net_normal(ACTOR* actor, GAME* game){
Player_actor_Item_CulcAnimation_Base(actor);
Player_actor_Item_net_CulcJointAngle_dummy_net(actor);
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
View File
@@ -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;
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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);
+5 -5
View File
@@ -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;