match m_player_main_return_outdoor2

This commit is contained in:
Prakxo
2024-08-26 20:54:32 +02:00
parent eb57b46bbe
commit 8f19bf3f04
+77
View File
@@ -0,0 +1,77 @@
int Player_actor_request_main_return_outdoor2_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5){
if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index)){
PLAYER_ACTOR* player = GET_PLAYER_ACTOR((GAME_PLAY*)game);
player->requested_main_index_data.return_outdoor2.prev_main_index = prev_index;
player->requested_main_index_data.return_outdoor2.time = time;
player->requested_main_index_data.return_outdoor2._08 = arg5;
Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index);
return TRUE;
}
else{
return FALSE;
}
}
void Player_actor_setup_main_Return_outdoor2(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int anim_idx;
int part_table_idx;
f32 _08 = player->requested_main_index_data.return_outdoor2._08;
Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx);
player->main_data.return_outdoor2.timer = 0.0f;
player->main_data.return_outdoor2.max_timer = player->requested_main_index_data.return_outdoor2.time;
player->main_data.return_outdoor2.prev_main_index = player->requested_main_index_data.return_outdoor2.prev_main_index;
Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, _08, part_table_idx);
Player_actor_setup_main_Base(actor,game);
}
void Player_actor_CulcAnimation_Return_outdoor2(ACTOR* actor){
f32 base;
Player_actor_CulcAnimation_Base2(actor, &base);
}
void Player_actor_Movement_Return_outdoor2(ACTOR* actor){
Player_actor_Movement_Base_Braking(actor);
}
void Player_actor_ObjCheck_Return_outdoor2(ACTOR* actor, GAME* game){
Player_actor_Excute_Corect_forStand(actor,game);
}
void Player_actor_BGcheck_Return_outdoor2(ACTOR* actor){
Player_actor_BGcheck_common_type1(actor);
}
void Player_actor_request_proc_index_fromReturn_outdoor2(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 max_timer = player->main_data.return_outdoor2.max_timer;
int prev = player->main_data.return_outdoor2.prev_main_index;
player->main_data.return_outdoor2.timer += 1.0f;
if(player->main_data.return_outdoor2.timer >= max_timer){
if(prev != mPlayer_INDEX_DEMO_WAIT){
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
}
else{
Player_actor_request_main_demo_wait_all(game, 0, NULL, 19);
}
}
}
void Player_actor_main_Return_outdoor2(ACTOR* actor, GAME* game){
Player_actor_Movement_Return_outdoor2(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Return_outdoor2(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Return_outdoor2(actor, game);
Player_actor_BGcheck_Return_outdoor2(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromReturn_outdoor2(actor, game);
}