match m_player_main_relax_rod

This commit is contained in:
Prakxo
2024-09-11 20:19:34 +02:00
parent 0b74edb144
commit 775a743c5b
+105
View File
@@ -0,0 +1,105 @@
static int Player_actor_request_main_relax_rod(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RELAX_ROD, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_RELAX_ROD, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Air_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_relax_rod_c* main_relax = &player->main_data.relax_rod;
int kind = Player_actor_Get_ItemKind_from_submenu();
main_relax->bee_flag = FALSE;
main_relax->mosquito_flag = FALSE;
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMB_OPEN1, mPlayer_INDEX_WADE, -5.0f, 180.0f, 1);
Player_actor_InitAnimation_Base2(actor, game, eEC_EFFECT_TURI_MIZU, eEC_EFFECT_TURI_MIZU, 1.0f, 1.0f, 0.5f, -5.0f,
1, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Relax_rod(ACTOR* actor) {
Player_actor_SetPlayerAngle_forUki(actor);
Player_actor_Movement_Base_Braking_common(actor, 0.32625002f);
}
static int Player_actor_CulcAnimation_Relax_rod(ACTOR* actor) {
f32 frame_calc;
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_ObjCheck_Relax_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Relax_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromRelax_rod(ACTOR* actor, GAME* game, int status) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
UKI_ACTOR* uki = (UKI_ACTOR*)player->fishing_rod_actor_p;
if (mPlib_check_player_warp_forEvent()) {
uki->command = 8;
}
switch (status) {
case 3:
if (!mPlib_check_player_warp_forEvent()) {
uki->command = 3;
break;
}
break;
case 5:
Player_actor_request_main_vib_rod(game, mPlayer_REQUEST_PRIORITY_26);
break;
case 6:
if (!mPlib_check_player_warp_forEvent()) {
Player_actor_request_main_collect_rod(game, mPlayer_REQUEST_PRIORITY_26);
} else {
uki->command = 7;
}
break;
default:
if (uki != NULL) {
if (Player_actor_CheckController_forRod(game)) {
if (!mPlib_check_player_warp_forEvent()) {
uki->command = 6;
} else {
uki->command = 7;
}
} else if (!mPlib_check_player_warp_forEvent() &&
(player->main_data.relax_rod.bee_flag || player->main_data.relax_rod.mosquito_flag)) {
uki->command = 8;
uki->command = 7;
}
}
break;
}
}
void Player_actor_main_Relax_rod(ACTOR* actor, GAME* game) {
int status;
Player_actor_Movement_Relax_rod(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Relax_rod(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Relax_rod(actor, game);
Player_actor_BGcheck_Relax_rod(actor);
status = Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromRelax_rod(actor, game, status);
Player_actor_main_Relax_rod_other_func2(actor, game);
}