Implement & link ac_npc_super_master

This commit is contained in:
Cuyler36
2024-12-28 08:04:33 -05:00
parent 2071600c39
commit 6a945e159f
5 changed files with 431 additions and 2 deletions
+1 -1
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@@ -1134,7 +1134,7 @@ config.libs = [
Object(NonMatching, "actor/npc/ac_npc_sleep_obaba.c"),
Object(NonMatching, "actor/npc/ac_npc_soncho.c"),
Object(NonMatching, "actor/npc/ac_npc_station_master.c"),
Object(NonMatching, "actor/npc/ac_npc_super_master.c"),
Object(Matching, "actor/npc/ac_npc_super_master.c"),
Object(NonMatching, "actor/npc/ac_npc_totakeke.c"),
Object(NonMatching, "actor/npc/ac_present_npc.c"),
Object(NonMatching, "actor/npc/ac_taisou_npc0.c"),
+6 -1
View File
@@ -3,11 +3,17 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#include "m_mail_password_check.h"
#include "m_private.h"
#include "ac_npc_shop_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef NPC_SHOP_COMMON_ACTOR NPC_SUPER_MASTER_ACTOR;
extern ACTOR_PROFILE Npc_Super_Master_Profile;
#ifdef __cplusplus
@@ -15,4 +21,3 @@ extern ACTOR_PROFILE Npc_Super_Master_Profile;
#endif
#endif
+102
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@@ -0,0 +1,102 @@
#include "ac_npc_super_master.h"
#include "m_shop.h"
#include "m_common_data.h"
#include "m_font.h"
#include "m_msg.h"
#include "m_private.h"
#include "m_string.h"
#include "m_actor_type.h"
#include "m_player_lib.h"
#include "m_mail_password_check.h"
#include "m_actor.h"
#include "m_actor_type.h"
#include "m_camera2.h"
#include "m_house.h"
#include "m_melody.h"
#include "m_scene.h"
#include "m_collision_bg.h"
#include "m_demo.h"
#include "m_player.h"
#include "m_bgm.h"
#include "ac_npc.h"
#include "ac_uki.h"
#include "ac_npc_anim_def.h"
void aNSPM_actor_ct(ACTOR* super_master, GAME* game);
void aNSPM_actor_dt(ACTOR* actorx, GAME* game);
void aNSPM_actor_move(ACTOR* actorx, GAME* game);
void aNSPM_actor_draw(ACTOR* actorx, GAME* game);
void aNSPM_actor_init(ACTOR* actorx, GAME* game);
void aNSPM_actor_save(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Super_Master_Profile = {
mAc_PROFILE_NPC_SUPER_MASTER,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
SP_NPC_SUPER_MASTER,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_SUPER_MASTER_ACTOR),
&aNSPM_actor_ct,
&aNSPM_actor_dt,
&aNSPM_actor_init,
mActor_NONE_PROC1,
&aNSPM_actor_save,
};
// clang-format on
// TODO: are these declared in every file? DnM+ says they're static yet they seemingly must be defined after their usage...
static void aNSC_setupAction(NPC_SUPER_MASTER_ACTOR *super_master, GAME_PLAY* play, int p3);
static int aNSC_check_buy_item_sub(u32 *p1, mActor_name_t itm_name);
static int aNSC_check_buy_paper(u32 *p1, mActor_name_t itm_name);
static void aNSC_init_proc(NPC_SUPER_MASTER_ACTOR *super_master, GAME_PLAY * play, int p3);
static void aNSC_BGcheck(ACTOR* actorx);
static void aNSC_set_zone_data(NPC_SUPER_MASTER_ACTOR* super_master, ACTOR* actor);
static void aNSC_set_player_angl(NPC_SUPER_MASTER_ACTOR* super_master);
static void aNSC_talk_demo_proc(ACTOR* actorx);
static void aNSC_sell_camera(NPC_SUPER_MASTER_ACTOR* super_master, GAME_PLAY* play);
void aNSPM_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
&aNSPM_actor_move, &aNSPM_actor_draw, 0, NULL, NULL, NULL, 1,
};
NPC_SUPER_MASTER_ACTOR* super_master = (NPC_SUPER_MASTER_ACTOR*)actorx;
int action;
CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
super_master->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f;
super_master->sell_item = EMPTY_NO;
super_master->npc_class.condition_info.hide_flg = FALSE;
super_master->talk_start_tim = -1;
actorx->shape_info.draw_shadow = TRUE;
if (Common_Get(door_data).door_actor_name == RSV_NO) {
super_master->npc_class.talk_info.melody_inst = 0;
action = 61;
} else {
action = 0;
}
aNSC_setupAction(super_master, (GAME_PLAY*)game, action);
}
void aNSPM_actor_save(ACTOR* actorx, GAME* game) {
(CLIP(npc_clip)->save_proc)(actorx, game);
}
void aNSPM_actor_dt(ACTOR* actorx, GAME* game) {
(CLIP(npc_clip)->dt_proc)(actorx, game);
}
void aNSPM_actor_init(ACTOR* actorx, GAME* game) {
(CLIP(npc_clip)->init_proc)(actorx, game);
}
void aNSPM_actor_draw(ACTOR* actorx, GAME* game) {
(CLIP(npc_clip)->draw_proc)(actorx, game);
}
#include "../src/actor/npc/ac_npc_super_master_move.c_inc"
+70
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@@ -0,0 +1,70 @@
{ aNPC_ANIM_WAIT1, FALSE },
{ aNPC_ANIM_WALK1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WALK1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WALK1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WALK1, TRUE },
{ aNPC_ANIM_TRANSFER1, TRUE },
{ aNPC_ANIM_TRANS_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_TRANSFER1, TRUE },
{ aNPC_ANIM_TRANS_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, FALSE },
{ aNPC_ANIM_WALK1, FALSE },
{ aNPC_ANIM_WALK1, FALSE },
{ aNPC_ANIM_RUN1, FALSE },
{ aNPC_ANIM_RUN1, FALSE },
{ aNPC_ANIM_WALK1, FALSE },
{ aNPC_ANIM_WAIT1, FALSE },
{ aNPC_ANIM_WAIT1, TRUE },
{ aNPC_ANIM_WAIT1, FALSE }
@@ -0,0 +1,252 @@
static int aNSPM_get_zone_sub(f32 pos, f32* chk_p, int count) {
int i;
for (i = 0; i < count; i++) {
if (pos < *chk_p) {
break;
}
chk_p++;
}
return i;
}
static u8 aNSPM_get_zone(xyz_t wpos) {
static f32 chk0[] = { 140.0f, 240.0f, 280.0f, 400.0f };
static f32 chk1[] = { 140.0f, 220.0f, 300.0f, 380.0f };
u8 zone;
if (wpos.z < 120.0f) {
zone = (int)(wpos.x - mFI_UT_WORLDSIZE_X_F) / (2 * mFI_UT_WORLDSIZE_X);
} else if (wpos.z < 160.0f) {
zone = 5 + aNSPM_get_zone_sub(wpos.x, chk0, ARRAY_COUNT(chk0));
} else if (wpos.z < 280.0f) {
if (wpos.x < 220.0f) {
zone = 10 + aNSPM_get_zone_sub(wpos.x, chk1, 1);
} else if (wpos.z < 200.0f) {
if (wpos.x < 340.0f) {
zone = 12;
} else {
zone = 13;
}
} else {
zone = 14 + aNSPM_get_zone_sub(wpos.x, chk1 + 2, 2);
}
} else {
zone = aNSPM_get_zone_sub(wpos.x, chk1, ARRAY_COUNT(chk1));
if (zone < 2) {
if (wpos.z < 400.0f) {
zone += 17;
} else {
zone += 22;
}
} else {
if (wpos.z < 360.0f) {
zone += 17;
} else {
zone += 22;
}
}
}
return zone;
}
static u8 aNSPM_get_next_zone(u8 p1, u8 p2) {
static u8 next_zone[27][27] = {
{
0x00, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05,
0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05,
},
{
0x06, 0x01, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06,
0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06,
},
{
0x07, 0x07, 0x02, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07,
0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07,
},
{
0x08, 0x08, 0x08, 0x03, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08,
},
{
0x09, 0x09, 0x09, 0x09, 0x04, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09,
0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09,
},
{
0x00, 0x06, 0x06, 0x06, 0x06, 0x05, 0x06, 0x06, 0x06, 0x06, 0x0A, 0x06, 0x06, 0x06,
0x06, 0x06, 0x06, 0x0A, 0x06, 0x06, 0x06, 0x06, 0x0A, 0x06, 0x06, 0x06, 0x06,
},
{
0x05, 0x01, 0x07, 0x07, 0x07, 0x05, 0x06, 0x07, 0x07, 0x07, 0x05, 0x0B, 0x07, 0x07,
0x07, 0x07, 0x07, 0x05, 0x0B, 0x07, 0x07, 0x07, 0x05, 0x0B, 0x07, 0x07, 0x07,
},
{
0x06, 0x06, 0x02, 0x08, 0x08, 0x06, 0x06, 0x07, 0x08, 0x08, 0x06, 0x06, 0x0C, 0x08,
0x0C, 0x0C, 0x0C, 0x06, 0x06, 0x0C, 0x0C, 0x0C, 0x06, 0x06, 0x0C, 0x0C, 0x0C,
},
{
0x07, 0x07, 0x07, 0x03, 0x09, 0x07, 0x07, 0x07, 0x08, 0x09, 0x07, 0x07, 0x07, 0x09,
0x07, 0x07, 0x09, 0x07, 0x07, 0x07, 0x07, 0x09, 0x07, 0x07, 0x07, 0x07, 0x09,
},
{
0x08, 0x08, 0x08, 0x08, 0x04, 0x08, 0x08, 0x08, 0x08, 0x09, 0x08, 0x08, 0x08, 0x0D,
0x0D, 0x0D, 0x0D, 0x08, 0x08, 0x08, 0x0D, 0x0D, 0x08, 0x08, 0x08, 0x0D, 0x0D,
},
{
0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x0A, 0x05, 0x05, 0x05,
0x05, 0x05, 0x05, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11,
},
{
0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x0B, 0x06, 0x06,
0x06, 0x06, 0x06, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12,
},
{
0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x0C, 0x07,
0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E,
},
{
0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x0D,
0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10,
},
{
0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0F,
0x0E, 0x0F, 0x0F, 0x13, 0x13, 0x13, 0x0F, 0x0F, 0x13, 0x13, 0x13, 0x0F, 0x0F,
},
{
0x0E, 0x0E, 0x0E, 0x10, 0x10, 0x0E, 0x0E, 0x0E, 0x10, 0x10, 0x0E, 0x0E, 0x0E, 0x10,
0x0E, 0x0F, 0x10, 0x0E, 0x0E, 0x0E, 0x14, 0x10, 0x0E, 0x0E, 0x0E, 0x14, 0x10,
},
{
0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0D, 0x0F, 0x0F, 0x0F, 0x0D,
0x0F, 0x0F, 0x10, 0x0F, 0x0F, 0x0F, 0x0F, 0x15, 0x0F, 0x0F, 0x0F, 0x0F, 0x15,
},
{
0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A,
0x16, 0x16, 0x16, 0x11, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16,
},
{
0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B,
0x17, 0x17, 0x17, 0x17, 0x12, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17,
},
{
0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E, 0x0E,
0x0E, 0x0E, 0x0E, 0x18, 0x18, 0x13, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
},
{
0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F,
0x0F, 0x0F, 0x0F, 0x19, 0x19, 0x19, 0x14, 0x19, 0x19, 0x19, 0x19, 0x19, 0x19,
},
{
0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10,
0x10, 0x10, 0x10, 0x1A, 0x1A, 0x1A, 0x1A, 0x15, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A,
},
{
0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11,
0x17, 0x17, 0x17, 0x11, 0x17, 0x17, 0x17, 0x17, 0x16, 0x17, 0x17, 0x17, 0x17,
},
{
0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x16, 0x12, 0x18, 0x18,
0x18, 0x18, 0x18, 0x16, 0x12, 0x18, 0x18, 0x18, 0x16, 0x17, 0x18, 0x18, 0x18,
},
{
0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x17, 0x17, 0x13, 0x19,
0x13, 0x13, 0x19, 0x17, 0x17, 0x13, 0x19, 0x19, 0x17, 0x17, 0x18, 0x19, 0x19,
},
{
0x14, 0x14, 0x14, 0x14, 0x14, 0x14, 0x14, 0x14, 0x14, 0x14, 0x18, 0x18, 0x14, 0x14,
0x14, 0x14, 0x14, 0x18, 0x18, 0x18, 0x14, 0x1A, 0x18, 0x18, 0x18, 0x19, 0x1A,
},
{
0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x19, 0x19, 0x15, 0x15,
0x15, 0x15, 0x15, 0x19, 0x19, 0x19, 0x19, 0x15, 0x19, 0x19, 0x19, 0x19, 0x1A,
},
};
return next_zone[p2][p1];
}
static void aNSPM_search_player(NPC_SUPER_MASTER_ACTOR* super_master, GAME_PLAY* play) {
ACTOR* actorx = (ACTOR*)super_master;
ACTOR* player = GET_PLAYER_ACTOR_ACTOR(play);
if (player != NULL) {
s16 angle = actorx->shape_info.rotation.y - super_master->player_angle;
if (ABS(angle) > DEG2SHORT_ANGLE(90.0f)) {
aNSC_setupAction(super_master, play, 66);
} else {
chase_angle(&actorx->shape_info.rotation.y, super_master->player_angle, DEG2SHORT_ANGLE(11.25f));
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
}
}
static void aNSPM_search_player2(NPC_SUPER_MASTER_ACTOR* super_master, GAME_PLAY* play) {
static float posX[27] = {
100.0f, 180.0f, 260.0f, 340.0f, 420.0f, 100.0f, 180.0f, 260.0f, 340.0f, 420.0f, 100.0f, 180.0f, 260.0f, 420.0f,
260.0f, 340.0f, 420.0f, 100.0f, 180.0f, 260.0f, 340.0f, 420.0f, 100.0f, 180.0f, 260.0f, 340.0f, 420.0f,
};
static float posZ[27] = {
100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 140.0f, 140.0f, 140.0f, 140.0f, 140.0f, 220.0f, 220.0f, 180.0f, 180.0f,
240.0f, 240.0f, 240.0f, 340.0f, 340.0f, 320.0f, 320.0f, 320.0f, 420.0f, 420.0f, 420.0f, 380.0f, 380.0f,
};
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
if (player != NULL) {
f32 dx = posX[super_master->next_zone] - super_master->npc_class.actor_class.world.position.x;
f32 dz = posZ[super_master->next_zone] - super_master->npc_class.actor_class.world.position.z;
s16 angle = atans_table(dz, dx);
chase_angle(&super_master->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE(11.25f));
super_master->npc_class.actor_class.world.angle.y = super_master->npc_class.actor_class.shape_info.rotation.y;
if (SQ(dx) + SQ(dz) < 200.0f) {
super_master->next_zone = aNSPM_get_next_zone(super_master->player_zone, super_master->zone);
}
}
}
static int aNSPM_check_safe_zone(NPC_SUPER_MASTER_ACTOR* super_master, ACTOR* player) {
int res = FALSE;
if (player->world.position.z > 440.0f && (super_master->zone == 24 || super_master->zone == 25)) {
res = TRUE;
}
return res;
}
#define aNSC_get_zone aNSPM_get_zone
#define aNSC_get_next_zone aNSPM_get_next_zone
#define aNSC_check_safe_zone aNSPM_check_safe_zone
#define aNSC_search_player aNSPM_search_player
#define aNSC_search_player2 aNSPM_search_player2
#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_super_master_anime.c"
#define aNSC_POS_Z_MAX 420.0f
#include "../src/actor/npc/ac_npc_shop_common.c"
#undef aNSC_get_zone
#undef aNSC_get_next_zone
#undef aNSC_check_safe_zone
#undef aNSC_search_player
#undef aNSC_search_player2
#undef aNSC_ANIME_FILE
#undef aNSC_POS_Z_MAX
void aNSPM_actor_move(ACTOR* actorx, GAME* game) {
NPC_SUPER_MASTER_ACTOR* super_master = (NPC_SUPER_MASTER_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
CLIP(npc_clip)->move_before_proc(actorx, game);
aNSC_BGcheck(actorx);
aNSC_set_zone_data(super_master, (ACTOR*)player);
aNSC_set_player_angl(super_master);
(*super_master->proc)(super_master, play);
aNSC_talk_demo_proc(actorx);
CLIP(npc_clip)->move_after_proc(actorx, game);
aNSC_sell_camera(super_master, play);
}