match m_player_main_air_scoop

This commit is contained in:
Prakxo
2024-09-12 18:25:55 +02:00
parent b855cb926b
commit 662a956ac3
+71
View File
@@ -0,0 +1,71 @@
static int Player_actor_request_main_Air_scoop_all(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_AIR_SCOOP, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_AIR_SCOOP, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Air_scoop(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_DIG_SUKA1, mPlayer_ANIM_DIG_SUKA1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Air_scoop(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
}
static int Player_actor_CulcAnimation_Air_scoop(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_SetSound_Air_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) {
Player_actor_sound_karaburi(actor);
}
}
static void Player_actor_SearchAnimation_Air_scoop(ACTOR* actor, GAME* game, f32 frame) {
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_SetSound_Air_scoop(actor);
Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
}
}
static void Player_actor_ObjCheck_Air_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Air_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_scoop(ACTOR* actor, GAME* game, int end_flag) {
if (end_flag) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
static void Player_actor_main_Air_scoop(ACTOR* actor, GAME* game) {
f32 frame_calc;
int end_flag;
Player_actor_Movement_Air_scoop(actor);
Player_actor_Reinput_force_position_angle(actor, game);
end_flag = Player_actor_CulcAnimation_Air_scoop(actor, &frame_calc);
Player_actor_SearchAnimation_Air_scoop(actor, game, frame_calc);
Player_actor_recover_lean_angle(actor);
Player_actor_set_tex_anime_pattern(actor);
Player_actor_ObjCheck_Air_scoop(actor, game);
Player_actor_BGcheck_Air_scoop(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromAir_scoop(actor, game, end_flag);
}