From 8f19bf3f04b2212fb5f2eda5f71ae4e4dae39db1 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Mon, 26 Aug 2024 20:54:32 +0200 Subject: [PATCH] match m_player_main_return_outdoor2 --- src/m_player_main_return_outdoor2.c_inc | 77 +++++++++++++++++++++++++ 1 file changed, 77 insertions(+) diff --git a/src/m_player_main_return_outdoor2.c_inc b/src/m_player_main_return_outdoor2.c_inc index e69de29b..0ecf25d1 100644 --- a/src/m_player_main_return_outdoor2.c_inc +++ b/src/m_player_main_return_outdoor2.c_inc @@ -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); +}