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https://github.com/ACreTeam/ac-decomp
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match m_player_main_return_outdoor2
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@@ -0,0 +1,77 @@
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int Player_actor_request_main_return_outdoor2_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5){
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if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index)){
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR((GAME_PLAY*)game);
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player->requested_main_index_data.return_outdoor2.prev_main_index = prev_index;
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player->requested_main_index_data.return_outdoor2.time = time;
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player->requested_main_index_data.return_outdoor2._08 = arg5;
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Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index);
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return TRUE;
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}
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else{
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return FALSE;
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}
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}
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void Player_actor_setup_main_Return_outdoor2(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int anim_idx;
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int part_table_idx;
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f32 _08 = player->requested_main_index_data.return_outdoor2._08;
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Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx);
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player->main_data.return_outdoor2.timer = 0.0f;
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player->main_data.return_outdoor2.max_timer = player->requested_main_index_data.return_outdoor2.time;
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player->main_data.return_outdoor2.prev_main_index = player->requested_main_index_data.return_outdoor2.prev_main_index;
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, _08, part_table_idx);
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Player_actor_setup_main_Base(actor,game);
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}
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void Player_actor_CulcAnimation_Return_outdoor2(ACTOR* actor){
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f32 base;
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Player_actor_CulcAnimation_Base2(actor, &base);
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}
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void Player_actor_Movement_Return_outdoor2(ACTOR* actor){
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Player_actor_Movement_Base_Braking(actor);
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}
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void Player_actor_ObjCheck_Return_outdoor2(ACTOR* actor, GAME* game){
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Player_actor_Excute_Corect_forStand(actor,game);
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}
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void Player_actor_BGcheck_Return_outdoor2(ACTOR* actor){
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Player_actor_BGcheck_common_type1(actor);
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}
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void Player_actor_request_proc_index_fromReturn_outdoor2(ACTOR* actor, GAME* game){
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 max_timer = player->main_data.return_outdoor2.max_timer;
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int prev = player->main_data.return_outdoor2.prev_main_index;
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player->main_data.return_outdoor2.timer += 1.0f;
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if(player->main_data.return_outdoor2.timer >= max_timer){
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if(prev != mPlayer_INDEX_DEMO_WAIT){
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
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}
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else{
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Player_actor_request_main_demo_wait_all(game, 0, NULL, 19);
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}
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}
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}
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void Player_actor_main_Return_outdoor2(ACTOR* actor, GAME* game){
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Player_actor_Movement_Return_outdoor2(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Return_outdoor2(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_Return_outdoor2(actor, game);
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Player_actor_BGcheck_Return_outdoor2(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromReturn_outdoor2(actor, game);
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}
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