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https://github.com/ACreTeam/ac-decomp
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Match m_player_main_refuse_pickup.c_inc
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@@ -0,0 +1,81 @@
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int Player_actor_request_main_refuse_pickup_all(GAME* game, int flag) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFUSE_PICKUP, flag) != FALSE) {
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Player_actor_request_main_index(game, mPlayer_INDEX_REFUSE_PICKUP, flag);
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return TRUE;
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}
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return FALSE;
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}
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void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int msg;
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rgba_t color;
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Player_actor_request_main_refuse_pickup_all(gamePT, 0x13);
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msg = (Common_Get(field_type) == 0) ? 0x17AD : 0x17AE;
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if(player->refuse_pickup_knife_fork_flag != FALSE){
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msg = 0x3B59;
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}
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mDemo_Set_msg_num(msg);
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mDemo_Set_talk_display_name(0);
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mDemo_Set_ListenAble();
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color.r = 255;
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color.g = 255;
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color.b = 20;
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color.a = 255;
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mDemo_Set_talk_window_color(&color);
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}
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void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game) {
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int spC;
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int sp8;
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Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
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Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, -5.0f, 0, spC, sp8);
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Player_actor_setup_main_Base(actor, game);
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}
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void Player_actor_Movement_Refuse_pickup(ACTOR* actor) {
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Player_actor_Movement_Base_Braking_common(actor, 0.23925f);
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}
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void Player_actor_CulcAnimation_Refuse_pickup(ACTOR* actor) {
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int base;
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Player_actor_CulcAnimation_Base2(actor, &base);
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}
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void Player_actor_ObjCheck_Refuse_pickup(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor);
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}
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void Player_actor_BGcheck_Refuse_pickup(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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void Player_actor_request_proc_index_fromRefuse_pickup(ACTOR* actor, GAME* game) {
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if (mDemo_Check(mDemo_TYPE_REPORT, actor) == 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, 1);
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}
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}
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void Player_actor_main_Intro(ACTOR* actor, GAME* game) {
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Player_actor_Movement_Refuse_pickup(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Refuse_pickup(actor);
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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_Refuse_pickup(actor, game);
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Player_actor_BGcheck_Refuse_pickup(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromRefuse_pickup(actor,game);
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}
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