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https://github.com/ACreTeam/ac-decomp
synced 2026-06-10 12:22:15 -04:00
fix setup_main_* fakematches
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@@ -9,12 +9,12 @@ int Player_actor_request_main_intro_all(GAME* game, int flag) {
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void Player_actor_setup_main_Intro(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int spC;
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int sp8;
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int anim_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
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Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx);
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player->main_data.intro.timer = 0.0f;
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Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, 0.0f, 0, spC, sp8);
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, 0.0f, part_table_idx);
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Player_actor_setup_main_Base(actor, game);
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}
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@@ -6,15 +6,17 @@ int Player_actor_request_main_refuse(GAME* game, int flag) {
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return FALSE;
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}
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void Player_actor_setup_main_Refuse(ACTOR* actor, GAME* game) {
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int spC;
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int sp8;
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void Player_actor_setup_main_Refuse(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int anim_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
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Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, -5.0f, 0, spC, sp8);
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Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx);
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx);
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Player_actor_setup_main_Base(actor, game);
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}
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void Player_actor_Movement_Refuse(ACTOR* actor) {
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Player_actor_Movement_Base_Braking(actor);
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}
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@@ -34,12 +34,13 @@ void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor){
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}
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void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game) {
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int spC;
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int sp8;
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void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int anim_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
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Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, -5.0f, 0, spC, sp8);
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Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx);
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx);
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Player_actor_setup_main_Base(actor, game);
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}
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