mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-29 08:12:54 -04:00
fixes
This commit is contained in:
+1
-1
@@ -33,7 +33,7 @@ static int Player_actor_Movement_Base_Braking_common(ACTOR* actorx, f32 brake_am
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static int Player_actor_Movement_Base_Braking(ACTOR* actorx);
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static void Player_actor_Movement_Base_Stop(ACTOR* actorx, int use_position_speed_y);
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static int Player_actor_CulcAnimation_Base2(ACTOR* actorx, f32* last_anim0_current_frame_p);
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static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, f32 frame);
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static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, GAME* game, f32 frame);
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static int Player_actor_Check_AnimationFrame(cKF_FrameControl_c* fc_p, f32 target_frame);
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static void Player_actor_set_eye_pattern(ACTOR* actorx, int idx);
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static void Player_actor_set_eye_pattern_normal(ACTOR* actorx);
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@@ -2299,7 +2299,7 @@ static void Player_actor_putin_furniture(GAME* game, int slot, mActor_name_t ite
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}
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}
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static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, f32 frame) {
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static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, GAME* game, f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
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cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
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cKF_FrameControl_c* fc_p = &kf0_p->frame_control;
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@@ -89,7 +89,7 @@ static void Player_actor_SetItemScale_Putin_item(ACTOR* actorx) {
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}
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static void Player_actor_SearchAnimation_Putin_item(ACTOR* actorx, GAME* game, f32 frame) {
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if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) {
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if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, game, frame) == FALSE) {
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Player_actor_Set_FootMark_Base1(actorx, game, FALSE, FALSE);
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}
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}
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@@ -63,7 +63,7 @@ static void Player_actor_ObjCheck_Takeout_item(ACTOR* actorx, GAME* game) {
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}
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static void Player_actor_SearchAnimation_Takeout_item(ACTOR* actorx, GAME* game, f32 frame) {
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if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) {
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if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, game, frame) == FALSE) {
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Player_actor_Set_FootMark_Base1(actorx, game, FALSE, FALSE);
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}
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}
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@@ -16,7 +16,7 @@ static int Player_actor_request_main_wait_all(GAME* game, f32 morph_speed, f32 _
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}
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static void Player_actor_request_main_wait_from_submenu(ACTOR* actor, GAME* game) {
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 31);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_31);
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}
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static void Player_actor_setup_main_Wait(ACTOR* actor, GAME* game) {
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@@ -76,29 +76,29 @@ static void Player_actor_BGcheck_Wait(ACTOR* actor) {
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static void Player_actor_request_proc_index_fromWait(ACTOR* actor, GAME* game) {
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if (!actor->bg_collision_check.result.on_ground) {
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Player_actor_request_main_fall_all(game, -5.0f, 1, 1);
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Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1);
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}
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Player_actor_CheckAndRequest_main_axe_all(game, 4);
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Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4);
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if (Player_actor_CheckController_forNet(game) != 0) {
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Player_actor_request_main_ready_net(game, 4);
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Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_4);
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}
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if (Player_actor_CheckController_forRod(game) != 0) {
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Player_actor_request_main_ready_rod(game, 4);
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Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4);
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}
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Player_actor_CheckAndRequest_main_scoop_all(game, 4);
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Player_actor_CheckAndRequest_main_umbrella_all(game, 4);
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Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, 4);
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Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4);
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Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4);
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Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4);
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Player_actor_CheckAndRequest_main_shake_tree_all(game);
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if ((Player_actor_GetController_move_percentX()) || (Player_actor_GetController_move_percentY())) {
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 4, 1);
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 4, mPlayer_REQUEST_PRIORITY_1);
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}
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Player_actor_CheckAndRequest_main_pickup_all(game);
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Player_actor_CheckAndRequest_main_radio_exercise_all(game, 0);
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Player_actor_CheckAndRequest_main_radio_exercise_all(game, mPlayer_REQUEST_PRIORITY_0);
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}
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static void Player_actor_main_Wait(ACTOR* actor, GAME* game) {
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