match m_player_main_vib_rod

This commit is contained in:
Prakxo
2024-09-11 20:22:27 +02:00
parent 16fb9191c9
commit 8ca2073c7f
+60
View File
@@ -0,0 +1,60 @@
static int Player_actor_request_main_vib_rod(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_VIB_ROD, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_VIB_ROD, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Vib_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 frame = player->item_keyframe.frame_control.current_frame;
int kind = Player_actor_Get_ItemKind_from_submenu();
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMB_OPEN1, mPlayer_INDEX_OUTDOOR, -5.0f, frame, 1);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_TURI_HIKI1, mPlayer_ANIM_TURI_HIKI1, 1.0f, 1.0f, 0.5f,
0.0f, 1, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Vib_rod(ACTOR* actor) {
Player_actor_SetPlayerAngle_forUki(actor);
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
}
static int Player_actor_CulcAnimation_Vib_rod(ACTOR* actor) {
f32 frame_calc;
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_ObjCheck_Vib_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Vib_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromVib_rod(GAME* game, int status) {
if (status != 0) {
Player_actor_request_main_fly_rod(game, mPlayer_REQUEST_PRIORITY_27);
}
}
static void Player_actor_main_Vib_rod(ACTOR* actor, GAME* game) {
int status;
Player_actor_Movement_Vib_rod(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Vib_rod(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Vib_rod(actor, game);
Player_actor_BGcheck_Vib_rod(actor);
status = Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromVib_rod(game, status);
Player_actor_main_Vib_rod_other_func2(actor, game);
}