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https://github.com/ACreTeam/ac-decomp
synced 2026-07-09 12:37:22 -04:00
Implement most of NPC_ACTOR class
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+2
-2
@@ -48,8 +48,8 @@ static void aESC_actor_ct(ACTOR* actorx, GAME* game) {
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if ((*Common_Get(clip).npc_clip->birth_check_proc)(actorx, game) == TRUE) {
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(*Common_Get(clip).npc_clip->ct_proc)(actorx, game, &ct_data);
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soncho_actor->npc_class._8F4 = -1;
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soncho_actor->npc_class._751 = 3;
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soncho_actor->npc_class.palActorIgnoreTimer = -1;
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soncho_actor->npc_class.draw._5BD = 3;
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if (soncho_event == NULL) {
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soncho_event = (aESC_event_save_c*)mEv_reserve_save_area(mEv_EVENT_SONCHO_BRIDGE_MAKE, 34);
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+1
-1
@@ -136,7 +136,7 @@ static void Actor_ct(ACTOR* actor, GAME* game) {
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(*Common_Get(clip).npc_clip->dma_draw_data_proc)(&draw_data, actor->npc_id);
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tex_bank_id = mSc_bank_regist_check(exchange, draw_data.texture_bank);
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npc_actor->texture_bank_idx = tex_bank_id;
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npc_actor->draw.texture_bank_idx = tex_bank_id;
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bank = &exchange->banks[tex_bank_id];
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bank->num_exist++;
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+2
-2
@@ -49,7 +49,7 @@ extern void mMld_MakeMelody(u16 inst) {
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extern void mMld_ActorMakeThisMelody(u8* melody, ACTOR* actor) {
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if (actor != NULL && actor->part == ACTOR_PART_NPC) {
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NPC_ACTOR* npc_actor = (NPC_ACTOR*)actor;
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int melody_inst = npc_actor->melody_inst;
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int melody_inst = npc_actor->talk_info.melody_inst;
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if (melody_inst != 0) {
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sAdo_Inst(melody_inst, melody);
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@@ -60,7 +60,7 @@ extern void mMld_ActorMakeThisMelody(u8* melody, ACTOR* actor) {
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extern void mMld_ActorMakeMelody(ACTOR* actor) {
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if (actor != NULL && actor->part == ACTOR_PART_NPC) {
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NPC_ACTOR* npc_actor = (NPC_ACTOR*)actor;
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int melody_inst = npc_actor->melody_inst;
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int melody_inst = npc_actor->talk_info.melody_inst;
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if (melody_inst != 0) {
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mMld_MakeMelody(melody_inst);
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+2
-2
@@ -787,7 +787,7 @@ static void mSCR_talk_inspection(TAISOU_NPC0_ACTOR* taisou_actor, GAME_PLAY* pla
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Common_Get(clip).handOverItem_clip->player_after_mode = 8;
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mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 3);
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mMsg_Unset_LockContinue(msg_win);
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taisou_actor->npc_actor_class.talk_base_anim_id = 30;
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taisou_actor->npc_actor_class.talk_info.default_animation = 30;
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}
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break;
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}
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@@ -805,7 +805,7 @@ static void mSCR_talk_inspection(TAISOU_NPC0_ACTOR* taisou_actor, GAME_PLAY* pla
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case 4:
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{
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if (Common_Get(clip).handOverItem_clip->master_actor == NULL) {
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taisou_actor->npc_actor_class.talk_base_anim_id = -1;
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taisou_actor->npc_actor_class.talk_info.default_animation = -1;
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mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
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if (radiocard->days >= mSC_RADIO_DAYS) {
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