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https://github.com/ACreTeam/ac-decomp
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match m_player_main_air_axe
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@@ -24,7 +24,9 @@ typedef struct snowman_actor_s {
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int msg_info;
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int snowman_part;
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s_xyz head_vec;
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u8 _1F2[0x1FC - 0x1F2];
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u8 _1F2[0x1F8 - 0x1F2];
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s16 unk_1F8;
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u8 _1FA[0x2];
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} SNOWMAN_ACTOR;
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extern ACTOR_PROFILE Snowman_Profile;
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@@ -0,0 +1,89 @@
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static int Player_actor_request_main_air_axe_all(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_AIR_AXE, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_AIR_AXE, 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_Air_axe(ACTOR* actor, GAME* game) {
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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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mPlayer_request_swing_axe_c* req_axe = &player->requested_main_index_data.swing_axe;
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_SUKA1, mPlayer_ANIM_AXE_SUKA1, 1.0f, 1.0f, 0.5f,
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-5.0f, 0, 0);
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Player_actor_SetEffectStart_axe_common(actor, game);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_Movement_Air_axe(ACTOR* actor) {
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Player_actor_Movement_Base_Braking_common(actor, 0.32625002f);
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}
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static int Player_actor_CulcAnimation_Air_axe(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_SetEffect_Air_axe(ACTOR* actor, GAME* game) {
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Player_actor_SetEffectStart_axe_common(actor, game);
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}
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static void Player_actor_SetSound_Air_axe(ACTOR* actor) {
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Player_actor_SetSound_AXE_FURI_Swing_axe(actor, 0);
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}
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static void Player_actor_SearchAnimation_Air_axe(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetEffect_Air_axe(actor, game);
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Player_actor_SetSound_Air_axe(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_Air_axe(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_Air_axe(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_request_proc_index_fromAir_axe(ACTOR* actor, GAME* game, int arg) {
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if (arg != 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_4);
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} else {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* kf = &player->keyframe0;
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if (Player_actor_Check_AnimationFrame(&kf->frame_control, 35.0f)) {
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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 if ((kf->frame_control.current_frame >= 36.0f) &&
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(!Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_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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static void Player_actor_main_Air_axe(ACTOR* actor, GAME* game) {
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int arg;
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f32 frame_calc;
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Player_actor_Movement_Air_axe(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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arg = Player_actor_CulcAnimation_Air_axe(actor, &frame_calc);
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Player_actor_SearchAnimation_Air_axe(actor, game, frame_calc);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_tex_anime_pattern(actor);
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Player_actor_ObjCheck_Air_axe(actor, game);
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Player_actor_BGcheck_Air_axe(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromAir_axe(actor, game, arg);
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}
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