diff --git a/src/m_player_main_vib_rod.c_inc b/src/m_player_main_vib_rod.c_inc index e69de29b..038fb679 100644 --- a/src/m_player_main_vib_rod.c_inc +++ b/src/m_player_main_vib_rod.c_inc @@ -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); +}