mirror of
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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@@ -1,10 +1,10 @@
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void Player_actor_Set_ItemNoSubmenu(mActor_name_t item) {
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static void Player_actor_Set_ItemNoSubmenu(mActor_name_t item) {
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if (mEv_CheckTitleDemo() <= 0) {
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Common_Get(now_private)->equipment = item;
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}
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}
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mActor_name_t Player_actor_Get_ItemNoSubmenu() {
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mActor_name_t Player_actor_Get_ItemNoSubmenu(void) {
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if (mEv_CheckTitleDemo() > 0) {
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return mPlib_Get_controller_data_for_title_demo_p()->equiped_item;
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} else {
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@@ -12,19 +12,18 @@ mActor_name_t Player_actor_Get_ItemNoSubmenu() {
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}
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}
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s8 Player_actor_Get_ItemKind_from_submenu() {
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static s8 Player_actor_Get_ItemKind_from_submenu(void) {
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return mPlib_Get_ItemNoToItemKind(Player_actor_Get_ItemNoSubmenu());
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}
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s8 Player_actor_Get_ItemKind_fromScene() {
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static s8 Player_actor_Get_ItemKind_fromScene(void) {
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if (Player_actor_CheckScene_AbleOutItem(Save_Get(scene_no)) != 0) {
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return Player_actor_Get_ItemKind_from_submenu();
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}
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return -1;
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}
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s8 Player_actor_Get_ItemKind(ACTOR* actor, int kind) {
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static s8 Player_actor_Get_ItemKind(ACTOR* actor, int kind) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int able = Player_actor_CheckPlayer_AbleLoadItem(kind);
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s8 scene_kind = Player_actor_Get_ItemKind_fromScene();
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@@ -51,7 +50,7 @@ s8 Player_actor_Get_ItemKind(ACTOR* actor, int kind) {
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return -1;
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}
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int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind) {
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static int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind) {
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static s8 data[] = {
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1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
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10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 20,
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@@ -65,8 +64,7 @@ int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind) {
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}
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}
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void Player_actor_birth_umbrella(ACTOR* actor, GAME* game) {
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static void Player_actor_birth_umbrella(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int is_umbrella;
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aTOL_Clip_c* tools;
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@@ -109,17 +107,17 @@ ACTOR* Player_actor_Get_umbrella_p(ACTOR* actor, GAME* game) {
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return NULL;
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}
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int Player_actor_Item_CulcAnimation_Base(ACTOR* actor) {
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static int Player_actor_Item_CulcAnimation_Base(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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return cKF_SkeletonInfo_R_play(&player->item_keyframe);
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}
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int Player_actor_Item_CulcAnimation_Base2(ACTOR* actor) {
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static int Player_actor_Item_CulcAnimation_Base2(ACTOR* actor) {
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return Player_actor_Item_CulcAnimation_Base(actor) == 1;
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}
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void Player_actor_Item_SetAnimation_Base(ACTOR* actor, f32 frame) {
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static void Player_actor_Item_SetAnimation_Base(ACTOR* actor, f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* keyf = &player->item_keyframe;
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@@ -128,8 +126,8 @@ void Player_actor_Item_SetAnimation_Base(ACTOR* actor, f32 frame) {
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keyf->frame_control.current_frame = frame;
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}
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void Player_actor_Item_DMA_Data(ACTOR* actor, int skl_idx, int anim_idx, int mode, f32 speed, f32 morph_speed,
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f32 frame) {
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static void Player_actor_Item_DMA_Data(ACTOR* actor, int skl_idx, int anim_idx, int mode, f32 speed, f32 morph_speed,
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f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int change_bank = Player_actor_Change_ItemBank();
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@@ -161,8 +159,7 @@ void Player_actor_Item_DMA_Data(ACTOR* actor, int skl_idx, int anim_idx, int mod
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}
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}
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void Player_actor_Item_Set_Command_forUki(ACTOR* actor, int command) {
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static void Player_actor_Item_Set_Command_forUki(ACTOR* actor, int command) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -171,8 +168,7 @@ void Player_actor_Item_Set_Command_forUki(ACTOR* actor, int command) {
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}
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}
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void Player_actor_Item_Set_RightHandPos_forUki(ACTOR* actor, int arg0) {
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static void Player_actor_Item_Set_RightHandPos_forUki(ACTOR* actor, int arg0) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -204,8 +200,7 @@ void Player_actor_Item_Set_RightHandPos_forUki(ACTOR* actor, int arg0) {
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}
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}
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void Player_actor_Item_Set_LeftHandPos_forUki(ACTOR* actor, int arg0) {
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static void Player_actor_Item_Set_LeftHandPos_forUki(ACTOR* actor, int arg0) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -237,8 +232,7 @@ void Player_actor_Item_Set_LeftHandPos_forUki(ACTOR* actor, int arg0) {
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}
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}
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void Player_actor_Item_Set_PosSpeed_forUki(ACTOR* actor) {
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static void Player_actor_Item_Set_PosSpeed_forUki(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -247,7 +241,7 @@ void Player_actor_Item_Set_PosSpeed_forUki(ACTOR* actor) {
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}
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}
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void Player_actor_Item_Set_AngleSpeedY_forUki(ACTOR* actor) {
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static void Player_actor_Item_Set_AngleSpeedY_forUki(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -266,7 +260,7 @@ void Player_actor_Item_Set_AngleSpeedY_forUki(ACTOR* actor) {
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}
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}
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void Player_actor_Item_Set_RodTopPos_forUki(ACTOR* actor) {
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static void Player_actor_Item_Set_RodTopPos_forUki(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p;
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@@ -275,9 +269,8 @@ void Player_actor_Item_Set_RodTopPos_forUki(ACTOR* actor) {
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}
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}
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void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, int mode, f32 speed, f32 morph_speed,
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f32 frame) {
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static void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, int mode, f32 speed, f32 morph_speed,
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f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int umbrella;
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int rod;
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@@ -320,8 +313,7 @@ void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, int
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}
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}
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void Player_actor_CorrectSomething_net(ACTOR* actor, xyz_t* pos) {
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static void Player_actor_CorrectSomething_net(ACTOR* actor, xyz_t* pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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TOOLS_ACTOR* label = (TOOLS_ACTOR*)player->item_net_catch_label;
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@@ -334,7 +326,7 @@ void Player_actor_CorrectSomething_net(ACTOR* actor, xyz_t* pos) {
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}
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}
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int Player_actor_Check_ItemAnimationToItemKind(int kind, int anim) {
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static int Player_actor_Check_ItemAnimationToItemKind(int kind, int anim) {
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int res;
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if (mPlayer_ITEM_IS_AXE(kind) != FALSE) {
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