Implement & match 9 player state TUs

This commit is contained in:
Cuyler36
2024-08-29 17:44:43 -04:00
parent 3aa502ac92
commit 84a098cfdc
21 changed files with 1926 additions and 735 deletions
+16 -10
View File
@@ -2299,7 +2299,7 @@ static void Player_actor_putin_furniture(GAME* game, int slot, mActor_name_t ite
}
}
static int Player_actor_Check_AnimationFrame_PerfectEqual(ACTOR* actorx, f32 frame) {
static int Player_actor_Check_AnimationFrame_PerfectEquel(ACTOR* actorx, f32 frame) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
cKF_FrameControl_c* fc_p = &kf0_p->frame_control;
@@ -4771,13 +4771,13 @@ static int Player_actor_check_request_change_item(GAME* game) {
}
static int Player_actor_check_item_is_fish(mActor_name_t item) {
/* @BUG - these macros should be swapped */
#ifndef BUGFIXES
if (ITEM_NAME_GET_CAT(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_TYPE(item) == ITEM1_CAT_FISH) {
#if defined(BUGFIXES)
if (ITEM_NAME_GET_TYPE(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_CAT(item) == ITEM1_CAT_FISH) {
return TRUE;
}
#else
if (ITEM_NAME_GET_TYPE(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_CAT(item) == ITEM1_CAT_FISH) {
// @BUG - these macros should be swapped
if (ITEM_NAME_GET_CAT(item) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_TYPE(item) == ITEM1_CAT_FISH) {
return TRUE;
}
#endif
@@ -6242,18 +6242,24 @@ static int Player_actor_Set_shake_tree_table(ACTOR* actorx, GAME* game, mActor_n
if (little_flag == FALSE) {
for (i = 0; i < 3; i++) {
/* @BUG - *shake_ut_z_p is missing an = sign */
#ifndef BUGFIXES
if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p = tree_ut_z)) {
#else
#if defined(BUGFIXES)
if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p == tree_ut_z)) {
#endif
Player_actor_Set_EffectBgTree(game, item, EffectBG_EFFECT_SHAKE_LARGE, tree_ut_x, tree_ut_z);
*shake_timer_p = 84.0f;
*shake_tree_little_p = FALSE;
return TRUE;
}
#else
// @BUG - *shake_ut_z_p is missing an = sign
if ((*shake_ut_x_p == tree_ut_x) && (*shake_ut_z_p = tree_ut_z)) {
Player_actor_Set_EffectBgTree(game, item, EffectBG_EFFECT_SHAKE_LARGE, tree_ut_x, tree_ut_z);
*shake_timer_p = 84.0f;
*shake_tree_little_p = FALSE;
return TRUE;
}
#endif
shake_timer_p++;
shake_ut_x_p++;
shake_ut_z_p++;