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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Fix mikuji
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+1
-1
@@ -49,4 +49,4 @@ static void aMIK_actor_ct(ACTOR* actor, GAME* game)
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}
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#include "../src/ac_mikuji_move.c_inc"
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#include "../src/ac_mikuji_draw.c_inc"
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#include "../src/ac_mikuji_draw.c_inc"
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@@ -14,7 +14,6 @@ static void aMIK_actor_draw(ACTOR* actor, GAME* game){
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if(cur != NULL){
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_texture_z_light_fog_prim_npc(graph);
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gfx = NOW_POLY_OPA_DISP;
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gSPSegment(gfx++, 0x8, pal);
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gSPMatrix(gfx++, cur, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfx++, obj_e_mikuji_model);
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SET_POLY_OPA_DISP(gfx);
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@@ -22,4 +21,4 @@ static void aMIK_actor_draw(ACTOR* actor, GAME* game){
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}
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CLOSE_DISP(graph);
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}
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}
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+14
-13
@@ -6,7 +6,7 @@ static void aMIK_set_bgOffset(MIKUJI_ACTOR* mikuji, int offs)
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{ 0x64, 2, 2, 2, 0, 2, 1 } };
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static mCoBG_OffsetTable_c* height_table[] = { height_table_ct, height_table_ct };
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static f32 addX[] = { 0.0f, 40.0f };
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static f32 addZ[] = { 40.0f, 80.0f, 0.0f, 0.0f };
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static f32 addZ[] = { 40.0f, 80.0f };
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mCoBG_OffsetTable_c* offset;
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int i;
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@@ -26,24 +26,25 @@ static void aMIK_set_bgOffset(MIKUJI_ACTOR* mikuji, int offs)
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}
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static void aMIK_actor_move(ACTOR* actor, GAME* game){
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int player_bz, player_bx;
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int wordl_bz, world_bx;
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int world_bx, world_bz;
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int player_bx, player_bz;
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PLAYER_ACTOR* player_actor = get_player_actor_withoutCheck((GAME_PLAY*)game);
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PLAYER_ACTOR* player_actor = (PLAYER_ACTOR*)get_player_actor_withoutCheck((GAME_PLAY*)game);
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mFI_Wpos2BlockNum(&world_bx, &wordl_bz, actor->home.position);
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mFI_Wpos2BlockNum(&world_bx, &world_bz, actor->world.position);
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mFI_Wpos2BlockNum(&player_bx, &player_bz, player_actor->actor_class.world.position);
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if (mDemo_Check(mDemo_TYPE_SCROLL, actor) == FALSE &&
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mDemo_Check(mDemo_TYPE_SCROLL2, actor) == FALSE &&
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mDemo_Check(mDemo_TYPE_SCROLL3, actor) == FALSE &&
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world_bx != player_bx && wordl_bz != player_bz) {
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Actor_delete(actor);
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if (
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mDemo_Check(mDemo_TYPE_SCROLL, (ACTOR*)player_actor) == FALSE &&
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mDemo_Check(mDemo_TYPE_SCROLL2, (ACTOR*)player_actor) == FALSE &&
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mDemo_Check(mDemo_TYPE_SCROLL3, (ACTOR*)player_actor) == FALSE &&
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(world_bx != player_bx || world_bz != player_bz)
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) {
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Actor_delete(actor);
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}
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}
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static void aMIK_actor_init(ACTOR* actor, GAME* game){
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mFI_SetFG_common(DUMMY_MIKUJI, actor->home.position, 0);
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aMIK_actor_move(actor, game);
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actor->mv_proc = (mActor_proc)aMIK_actor_move;
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}
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actor->mv_proc = &aMIK_actor_move;
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}
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