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https://github.com/ACreTeam/ac-decomp
synced 2026-05-30 08:26:27 -04:00
match m_player_main_fill_scoop
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@@ -0,0 +1,196 @@
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static int Player_actor_request_main_fill_scoop_all(GAME* game, const xyz_t* pos, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FILL_SCOOP, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.fill_scoop.dig_pos = *pos;
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Player_actor_request_main_index(game, mPlayer_INDEX_FILL_SCOOP, 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_Fill_scoop(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
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mPlayer_request_fill_scoop_c* req_scoop = &player->requested_main_index_data.fill_scoop;
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main_scoop->target_pos = req_scoop->dig_pos;
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_FILL_UP1, mPlayer_ANIM_FILL_UP1, 1.0f, 1.0f, 0.5f, -5.0f,
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0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_Movement_Fill_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos);
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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static int Player_actor_CulcAnimation_Fill_scoop(ACTOR* actor, f32* frame_calc) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_Reset_Hole_Fill_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 mod = 0.0f;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
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mod = 7.0f;
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} else {
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mod = 0.0f;
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}
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if (Player_actor_Check_AnimationFrame(fc, 18.0f + mod) && Common_Get(clip).bg_item_clip != NULL) {
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mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
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xyz_t* pos = &main_scoop->target_pos;
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Common_Get(clip).bg_item_clip->bury_hole_effect_entry_proc(EMPTY_NO, pos, 46);
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}
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}
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static void Player_actor_SetEffectHit_Fill_scoop(ACTOR* actor, GAME* game, const xyz_t* pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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s16 arg;
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f32 mod;
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f32 c1;
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f32 c2;
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f32 c3;
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f32 c4;
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if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
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mod = 7.0f;
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} else {
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mod = 0.0f;
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}
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c1 = 13.0f + mod;
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c2 = 19.0f + mod;
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c3 = 25.0f + mod;
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c4 = 40.0f + mod;
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if (Player_actor_Check_AnimationFrame(fc, c1)) {
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arg = 3;
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} else if (Player_actor_Check_AnimationFrame(fc, c2)) {
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arg = 4;
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} else if (Player_actor_Check_AnimationFrame(fc, c3)) {
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arg = 5;
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} else {
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if (Player_actor_Check_AnimationFrame(fc, c4)) {
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_SCOOP, *pos, 2, actor->shape_info.rotation.y,
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game, RSV_NO, mCoBG_Wpos2Attribute(*pos, NULL), 2);
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return;
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} else {
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return;
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}
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}
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_HOLE, *pos, 2, actor->shape_info.rotation.y, game,
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RSV_NO, mCoBG_Wpos2Attribute(*pos, NULL), arg);
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}
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static void Player_actor_SetEffect_Fill_scoop(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
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Player_actor_SetEffectHit_Fill_scoop(actor, game, &main_scoop->target_pos);
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}
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static void Player_actor_SetSound_Fill_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 mod = 0.0f;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
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mod = 7.0f;
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} else {
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mod = 0.0f;
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}
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if (Player_actor_Check_AnimationFrame(fc, (18.0f + mod) - 7.0f)) {
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Player_actor_sound_scoop_umeru(actor);
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Player_actor_set_viblation_Fill_scoop();
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}
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}
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static void Player_actor_SearchAnimation_Dig_scoop(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_Reset_Hole_Fill_scoop(actor);
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Player_actor_SetEffect_Fill_scoop(actor, game);
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Player_actor_SetSound_Fill_scoop(actor);
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Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
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}
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}
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static void Player_actor_ObjCheck_Fill_scoop(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_Fill_scoop(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static int Player_actor_lean_angle_scoop_common(ACTOR* actor, const xyz_t* pos, f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 mod = 0.0f;
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if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
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mod = 7.0f;
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} else {
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mod = 0.0f;
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}
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Player_actor_lean_angle_scoop_common(actor, &player->main_data.fill_scoop.target_pos, 42.0f + mod);
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}
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static void Player_actor_request_proc_index_fromFill_scoop(ACTOR* actor, GAME* game, int end_flag) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (end_flag != 0) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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} else {
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f32 mod;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
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mod = 7.0f;
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} else {
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mod = 0.0f;
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}
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if (Player_actor_Check_AnimationFrame(fc, 44.5f + mod)) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_Set_status_for_bee(actor, TRUE);
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} else {
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f32 cur_frame = fc->current_frame;
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if (cur_frame >= (45.0f + mod) && !Player_actor_CheckAndRequest_main_scoop_all(game, 4) &&
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(Player_actor_GetController_move_percentX() || Player_actor_GetController_move_percentY())) {
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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}
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}
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}
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}
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static void Player_actor_main_Fill_scoop(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int end_flag;
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Player_actor_Movement_Fill_scoop(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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end_flag = Player_actor_CulcAnimation_Fill_scoop(actor, &frame_calc);
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Player_actor_SearchAnimation_Fill_scoop(actor, game, frame_calc);
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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_Fill_scoop(actor, game);
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Player_actor_BGcheck_Fill_scoop(actor);
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Player_actor_lean_angle_Fill_scoop(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromFill_scoop(actor, game, end_flag);
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}
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