diff --git a/include/ac_snowman.h b/include/ac_snowman.h index 58c6308e..34cfc033 100644 --- a/include/ac_snowman.h +++ b/include/ac_snowman.h @@ -24,7 +24,9 @@ typedef struct snowman_actor_s { int msg_info; int snowman_part; s_xyz head_vec; - u8 _1F2[0x1FC - 0x1F2]; + u8 _1F2[0x1F8 - 0x1F2]; + s16 unk_1F8; + u8 _1FA[0x2]; } SNOWMAN_ACTOR; extern ACTOR_PROFILE Snowman_Profile; diff --git a/src/m_player_main_air_axe.c_inc b/src/m_player_main_air_axe.c_inc index e69de29b..5c72f418 100644 --- a/src/m_player_main_air_axe.c_inc +++ b/src/m_player_main_air_axe.c_inc @@ -0,0 +1,89 @@ +static int Player_actor_request_main_air_axe_all(GAME* game, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_AIR_AXE, priority)) { + Player_actor_request_main_index(game, mPlayer_INDEX_AIR_AXE, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Air_axe(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe; + mPlayer_request_swing_axe_c* req_axe = &player->requested_main_index_data.swing_axe; + + Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_SUKA1, mPlayer_ANIM_AXE_SUKA1, 1.0f, 1.0f, 0.5f, + -5.0f, 0, 0); + Player_actor_SetEffectStart_axe_common(actor, game); + + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_Movement_Air_axe(ACTOR* actor) { + Player_actor_Movement_Base_Braking_common(actor, 0.32625002f); +} + +static int Player_actor_CulcAnimation_Air_axe(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetEffect_Air_axe(ACTOR* actor, GAME* game) { + Player_actor_SetEffectStart_axe_common(actor, game); +} + +static void Player_actor_SetSound_Air_axe(ACTOR* actor) { + Player_actor_SetSound_AXE_FURI_Swing_axe(actor, 0); +} + +static void Player_actor_SearchAnimation_Air_axe(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetEffect_Air_axe(actor, game); + Player_actor_SetSound_Air_axe(actor); + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + } +} + +static void Player_actor_ObjCheck_Air_axe(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Air_axe(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromAir_axe(ACTOR* actor, GAME* game, int arg) { + if (arg != 0) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_4); + } else { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_c* kf = &player->keyframe0; + + if (Player_actor_Check_AnimationFrame(&kf->frame_control, 35.0f)) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_Set_status_for_bee(actor, TRUE); + } else if ((kf->frame_control.current_frame >= 36.0f) && + (!Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4)) && + ((Player_actor_GetController_move_percentX()) || (Player_actor_GetController_move_percentY()))) { + Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } +} + +static void Player_actor_main_Air_axe(ACTOR* actor, GAME* game) { + int arg; + f32 frame_calc; + + Player_actor_Movement_Air_axe(actor); + Player_actor_Reinput_force_position_angle(actor, game); + arg = Player_actor_CulcAnimation_Air_axe(actor, &frame_calc); + Player_actor_SearchAnimation_Air_axe(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_tex_anime_pattern(actor); + Player_actor_ObjCheck_Air_axe(actor, game); + Player_actor_BGcheck_Air_axe(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromAir_axe(actor, game, arg); +}