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https://github.com/ACreTeam/ac-decomp
synced 2026-07-03 11:00:17 -04:00
Implement & match 9 player state TUs
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+16
-10
@@ -2299,7 +2299,7 @@ static void Player_actor_putin_furniture(GAME* game, int slot, mActor_name_t ite
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}
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}
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static int Player_actor_Check_AnimationFrame_PerfectEqual(ACTOR* actorx, f32 frame) {
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static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
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cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
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cKF_FrameControl_c* fc_p = &kf0_p->frame_control;
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@@ -4771,13 +4771,13 @@ static int Player_actor_check_request_change_item(GAME* game) {
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}
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static int Player_actor_check_item_is_fish(mActor_name_t item) {
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/* @BUG - these macros should be swapped */
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#ifndef BUGFIXES
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if (ITEM_NAME_GET_CAT(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_TYPE(item) == ITEM1_CAT_FISH) {
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#if defined(BUGFIXES)
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if (ITEM_NAME_GET_TYPE(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_CAT(item) == ITEM1_CAT_FISH) {
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return TRUE;
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}
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#else
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if (ITEM_NAME_GET_TYPE(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_CAT(item) == ITEM1_CAT_FISH) {
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// @BUG - these macros should be swapped
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if (ITEM_NAME_GET_CAT(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_TYPE(item) == ITEM1_CAT_FISH) {
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return TRUE;
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}
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#endif
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@@ -6242,18 +6242,24 @@ static int Player_actor_Set_shake_tree_table(ACTOR* actorx, GAME* game, mActor_n
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if (little_flag == FALSE) {
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for (i = 0; i < 3; i++) {
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/* @BUG - *shake_ut_z_p is missing an = sign */
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#ifndef BUGFIXES
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if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p = tree_ut_z)) {
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#else
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#if defined(BUGFIXES)
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if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p == tree_ut_z)) {
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#endif
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Player_actor_Set_EffectBgTree(game, item, EffectBG_EFFECT_SHAKE_LARGE, tree_ut_x, tree_ut_z);
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*shake_timer_p = 84.0f;
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*shake_tree_little_p = FALSE;
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return TRUE;
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}
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#else
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// @BUG - *shake_ut_z_p is missing an = sign
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if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p = tree_ut_z)) {
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Player_actor_Set_EffectBgTree(game, item, EffectBG_EFFECT_SHAKE_LARGE, tree_ut_x, tree_ut_z);
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*shake_timer_p = 84.0f;
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*shake_tree_little_p = FALSE;
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return TRUE;
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}
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#endif
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shake_timer_p++;
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shake_ut_x_p++;
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shake_ut_z_p++;
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