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https://github.com/ACreTeam/ac-decomp
synced 2026-07-07 12:03:27 -04:00
match m_player_main_ready_rod
This commit is contained in:
+23
-1
@@ -1105,7 +1105,7 @@ typedef struct player_request_notice_rod_s {
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typedef struct player_request_putaway_rod_s {
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s16 angle_y;
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int _04;
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int exchange_flag;
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} mPlayer_request_putaway_rod_c;
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typedef struct player_request_dig_scoop_s {
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@@ -1778,6 +1778,25 @@ typedef struct player_main_putaway_net_s {
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int exchange_flag;
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} mPlayer_main_putaway_net_c;
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typedef struct player_main_cast_rod_s {
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xyz_t bobber_target_pos;
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} mPlayer_main_cast_rod_c;
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typedef struct player_main_notice_rod_s {
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f32 _00;
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int state;
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int not_full_pocket;
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int exchange_flag;
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int already_collected;
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int end_effect_flag;
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} mPlayer_main_notice_rod_c;
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typedef struct player_main_putaway_rod_s {
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f32 timer;
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s16 angle_y;
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int exchange_flag;
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} mPlayer_main_putaway_rod_c;
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typedef struct player_main_demo_wade_s {
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int dir;
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xyz_t start_pos;
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@@ -1955,7 +1974,10 @@ typedef union {
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mPlayer_main_notice_net_c notice_net;
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mPlayer_main_putaway_net_c putaway_net;
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mPlayer_main_slip_net_c slip_net;
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mPlayer_main_cast_rod_c cast_rod;
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mPlayer_main_relax_rod_c relax_rod;
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mPlayer_main_notice_rod_c notice_rod;
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mPlayer_main_putaway_rod_c putaway_rod;
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mPlayer_main_dig_scoop_c dig_scoop;
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mPlayer_main_fill_scoop_c fill_scoop;
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mPlayer_main_reflect_scoop_c reflect_scoop;
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@@ -3911,6 +3911,7 @@ static void Player_actor_SetupItem_Base1(ACTOR* actorx, int anim1_idx, f32 item_
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}
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}
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// Usage in the calls seem wrong (fairly random indexes), for anim_idx and item_main_index
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static void Player_actor_SetupItem_Base2(ACTOR* actorx, int item_kind, int anim_idx, int item_main_index,
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f32 morph_speed, f32 start_frame, int mode) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
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@@ -68,7 +68,9 @@ static void Player_actor_ObjCheck_Putaway_net(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_Putaway_net(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); }
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static void Player_actor_BGcheck_Putaway_net(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_fromPutaway_net(ACTOR* actor, GAME* game, int end_flag) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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@@ -0,0 +1,135 @@
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static int Player_actor_request_main_ready_rod(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_READY_ROD, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_READY_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_Ready_rod(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int kind = Player_actor_Get_ItemKind_from_submenu();
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Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMBRELLA1, mPlayer_INDEX_TUMBLE_GETUP, -5.0f, -1.0f, 0);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_SAO_SWING1, mPlayer_ANIM_SAO_SWING1, 1.0f, 1.0f, 0.5f,
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-5.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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player->item_rod_angle_z = 0;
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}
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static void Player_actor_Movement_Ready_rod(ACTOR* actor) {
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Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
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}
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static void Player_actor_CulcAnimation_Ready_rod(ACTOR* actor, f32* frame_calc) {
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Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_ObjCheck_Ready_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_Ready_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_SearchAnimation_Ready_rod(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_Set_FootMark_Base1(actor, game, 0, 0);
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}
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}
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static void Player_actor_request_proc_index_fromReady_rod(ACTOR* actor, GAME* game) {
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static const f32 array_addX[] = {
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0.0f, -10.0f, 10.0f, -10.0f, 10.0f,
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};
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static const f32 array_addZ[] = {
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0.0f, -10.0f, -10.0f, 10.0f, 10.0f,
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};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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xyz_t pos;
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if (player->keyframe0.frame_control.current_frame >= 10.0f) {
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s16 rot;
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int ready;
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int i;
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int attr;
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f32 sin;
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f32 arg;
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f32 cos;
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f32 y;
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rot = actor->shape_info.rotation.y;
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sin = sin_s(rot) * 100.0f;
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cos = cos_s(rot) * 100.0f;
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y = actor->world.position.y;
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pos.x = actor->world.position.x + sin;
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pos.z = actor->world.position.z + (cos);
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pos.y = 0.0f;
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ready = TRUE;
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for (i = 0; i < 5; i++) {
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xyz_t wpos = pos;
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f32 height;
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wpos.x += array_addX[i];
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wpos.y = 0.0f;
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wpos.z += array_addZ[i];
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attr = mCoBG_Wpos2BgAttribute_Original(wpos);
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if (mCoBG_GetMoveBgHeight(&arg, &wpos) != -1) {
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ready = FALSE;
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break;
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} else if (!mCoBG_CheckWaterAttribute(attr)) {
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ready = FALSE;
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break;
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}
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height = mCoBG_GetWaterHeight_File(wpos, "m_player_main_ready_rod.c_inc", 165);
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wpos.y = height;
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if ((wpos.y - y) >= 60.0f) {
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ready = FALSE;
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break;
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}
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}
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if (ready) {
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f32 height = mCoBG_GetWaterHeight_File(pos, "m_player_main_ready_rod.c_inc", 177);
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pos.y = height;
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if ((pos.y - y) < 60.0f) {
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Player_actor_request_main_cast_rod(game, &pos, mPlayer_REQUEST_PRIORITY_21);
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return;
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}
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}
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Player_actor_request_main_air_rod(game, mPlayer_REQUEST_PRIORITY_21);
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}
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}
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static void Player_actor_main_Ready_rod(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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Player_actor_Movement_Ready_rod(actor);
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Player_actor_CulcAnimation_Ready_rod(actor, &frame_calc);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_SearchAnimation_Ready_rod(actor, game, frame_calc);
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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_Ready_rod(actor, game);
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Player_actor_BGcheck_Ready_rod(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromReady_rod(actor, game);
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}
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