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https://github.com/ACreTeam/ac-decomp
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match m_player_main_vib_rod
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@@ -0,0 +1,60 @@
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static int Player_actor_request_main_vib_rod(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_VIB_ROD, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_VIB_ROD, priority);
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return TRUE;
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}
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return FALSE;
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}
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static void Player_actor_setup_main_Vib_rod(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 frame = player->item_keyframe.frame_control.current_frame;
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int kind = Player_actor_Get_ItemKind_from_submenu();
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Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMB_OPEN1, mPlayer_INDEX_OUTDOOR, -5.0f, frame, 1);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_TURI_HIKI1, mPlayer_ANIM_TURI_HIKI1, 1.0f, 1.0f, 0.5f,
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0.0f, 1, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_Movement_Vib_rod(ACTOR* actor) {
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Player_actor_SetPlayerAngle_forUki(actor);
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Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
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}
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static int Player_actor_CulcAnimation_Vib_rod(ACTOR* actor) {
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f32 frame_calc;
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return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
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}
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static void Player_actor_ObjCheck_Vib_rod(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Vib_rod(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_request_proc_index_fromVib_rod(GAME* game, int status) {
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if (status != 0) {
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Player_actor_request_main_fly_rod(game, mPlayer_REQUEST_PRIORITY_27);
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}
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}
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static void Player_actor_main_Vib_rod(ACTOR* actor, GAME* game) {
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int status;
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Player_actor_Movement_Vib_rod(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Vib_rod(actor);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Vib_rod(actor, game);
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Player_actor_BGcheck_Vib_rod(actor);
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status = Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromVib_rod(game, status);
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Player_actor_main_Vib_rod_other_func2(actor, game);
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}
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