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https://github.com/ACreTeam/ac-decomp
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match m_player_main_push
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@@ -0,0 +1,102 @@
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static int Player_actor_request_main_push(GAME* game, int ftr_no, s16 angle_y, xyz_t* pos, int priority) {
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if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_HOLD &&
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Player_actor_check_request_main_able(game, mPlayer_INDEX_PUSH, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.push.ftrNo = ftr_no;
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player->requested_main_index_data.push.angle_y = angle_y;
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player->requested_main_index_data.push.player_pos = *pos;
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Player_actor_request_main_index(game, mPlayer_INDEX_PUSH, 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_settle_main_Push(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
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}
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static void Player_actor_setup_main_Push(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_push_c* main_push = &player->main_data.push;
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s16 angle;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_request_push_c* req_push = &player->requested_main_index_data.push;
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f32 x;
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f32 z;
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keyf = &player->keyframe0;
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main_push->ftr_no = req_push->ftrNo;
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angle = req_push->angle_y;
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x = req_push->player_pos.x;
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z = req_push->player_pos.z;
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actor->world.angle.y = angle;
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actor->shape_info.rotation.y = angle;
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actor->world.position.x = x;
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actor->world.position.z = z;
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cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
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cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, &actor->world.position, &actor->world.position,
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actor->shape_info.rotation.y, 0, keyf, 1);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_PUSH1, mPlayer_ANIM_PUSH1, 1.0f, 1.0f, 0.5f, -5.0f, 0,
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0);
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Player_actor_setup_main_Base(actor, game);
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}
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static int Player_actor_CulcAnimation_Push(ACTOR* actor, f32* frame_calc) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_Movement_Push(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
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actor->world.angle.y, &player->keyframe0);
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Actor_position_moveF(actor);
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}
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static void Player_actor_SearchAnimation_Push(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, FALSE, FALSE);
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}
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}
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static void Player_actor_ObjCheck_Push(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_Push(ACTOR* actor) {
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Player_actor_BGcheck_common_type3(actor);
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}
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static void Player_actor_request_proc_index_fromPush(ACTOR* actor, GAME* game, int arg) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (arg != 0) {
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int ftr = player->main_data.push.ftr_no;
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int angle = Player_actor_Get_Index_fromAngle(actor->world.angle.y);
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Player_actor_request_main_hold(game, ftr, angle, &actor->world.position, -12.0f, 1,
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mPlayer_REQUEST_PRIORITY_22);
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}
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}
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static void Player_actor_main_Push(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Push(actor, &frame_calc);
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Player_actor_Movement_Push(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_SearchAnimation_Push(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_Push(actor, game);
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Player_actor_BGcheck_Push(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromPush(actor, game, arg);
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}
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