match m_player_main_wait_open_furniture

This commit is contained in:
Prakxo
2024-09-04 22:22:21 +02:00
parent cae01c4afb
commit 43a308eafb
@@ -0,0 +1,69 @@
static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT_OPEN_FURNITURE, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
int anim_idx;
switch (player->animation0_idx) {
case mPlayer_ANIM_KAGU_OPEN_D1:
anim_idx = mPlayer_ANIM_KAGU_WAIT_D1;
break;
case mPlayer_ANIM_KAGU_OPEN_H1:
anim_idx = mPlayer_ANIM_KAGU_WAIT_H1;
break;
default:
anim_idx = mPlayer_ANIM_KAGU_WAIT_K1;
break;
}
player->requested_main_index_data.wait_open_furniture.anim_idx = anim_idx;
Player_actor_request_main_index(game, mPlayer_INDEX_WAIT_OPEN_FURNITURE, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
cKF_SkeletonInfo_R_c* keyf;
mPlayer_request_wait_open_furniture_c* req_open = &player->requested_main_index_data.wait_open_furniture;
int anim_idx;
keyf = &player->keyframe0;
anim_idx = req_open->anim_idx;
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, &actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, keyf, 1);
Player_actor_InitAnimation_Base1(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_settle_main_Wait_open_furniture(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
}
static void Player_actor_Movement_Wait_open_furniture(ACTOR* actor) {
Player_actor_Movement_Base_Stop(actor, FALSE);
}
static int Player_actor_CulcAnimation_Wait_open_furniture(ACTOR* actor) {
f32 frame_calc;
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_ObjCheck_Wait_open_furniture(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_main_Wait_open_furniture(ACTOR* actor, GAME* game) {
Player_actor_Movement_Wait_open_furniture(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Wait_open_furniture(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Wait_open_furniture(actor, game);
Player_actor_Item_main(actor, game);
}