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https://github.com/ACreTeam/ac-decomp
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match m_player_main_close_furniture
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@@ -0,0 +1,100 @@
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static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority) {
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if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WAIT_OPEN_FURNITURE &&
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Player_actor_check_request_main_able(game, mPlayer_INDEX_CLOSE_FURNITURE, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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int anim_idx;
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switch (player->animation0_idx) {
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case mPlayer_ANIM_KAGU_WAIT_D1:
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anim_idx = mPlayer_ANIM_KAGU_CLOSE_D1;
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break;
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case mPlayer_ANIM_KAGU_WAIT_H1:
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anim_idx = mPlayer_ANIM_KAGU_CLOSE_H1;
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break;
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default:
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anim_idx = mPlayer_ANIM_KAGU_CLOSE_K1;
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break;
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}
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player->requested_main_index_data.close_furniture.anim_idx = anim_idx;
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Player_actor_request_main_index(game, mPlayer_INDEX_CLOSE_FURNITURE, 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_settle_main_Close_furniture(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
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}
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static void Player_actor_setup_main_Close_furniture(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_request_close_furniture_c* req_close = &player->requested_main_index_data.close_furniture;
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int anim_idx;
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keyf = &player->keyframe0;
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anim_idx = req_close->anim_idx;
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cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
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cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, &actor->world.position, &actor->world.position,
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actor->shape_info.rotation.y, 0, keyf, 1);
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Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static int Player_actor_CulcAnimation_Close_furniture(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_Movement_Close_furniture(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
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actor->world.angle.y, &player->keyframe0);
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Actor_position_moveF(actor);
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}
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static void Player_actor_SearchAnimation_Close_furniture(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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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_Close_furniture(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_Close_furniture(ACTOR* actor) {
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Player_actor_BGcheck_common_type3(actor);
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}
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static void Player_actor_request_proc_index_fromClose_furniture(ACTOR* actor, GAME* game, int arg) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (arg != 0) {
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if (player->keyframe0.frame_control.speed == 0.0f) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -10.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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} else {
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player->keyframe0.frame_control.speed = 0.0f;
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player->keyframe1.frame_control.speed = 0.0f;
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}
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}
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}
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static void Player_actor_main_Open_furniture(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Close_furniture(actor, &frame_calc);
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Player_actor_Movement_Close_furniture(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_SearchAnimation_Close_furniture(actor, game, frame_calc);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Close_furniture(actor, game);
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Player_actor_BGcheck_Close_furniture(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromClose_furniture(actor, game, arg);
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}
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