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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 14:41:38 -04:00
match m_player_main_pull
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@@ -0,0 +1,137 @@
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static int Player_actor_request_main_pull(GAME* game, int ftr_no, s16 angle, xyz_t* start_pos, xyz_t* end_pos,
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xyz_t* ofs, 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_PULL, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.pull.ftrNo = ftr_no;
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player->requested_main_index_data.pull.angle_y = angle;
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player->requested_main_index_data.pull.start_pos = *start_pos;
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player->requested_main_index_data.pull.end_pos = *end_pos;
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player->requested_main_index_data.pull.ofs = *ofs;
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Player_actor_request_main_index(game, mPlayer_INDEX_PULL, 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_Pull(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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actor->world.position.x = player->main_data.pull.start_pos.x;
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actor->world.position.z = player->main_data.pull.start_pos.z;
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}
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static void Player_actor_setup_main_Pull(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_pull_c* main_pull = &player->main_data.pull;
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s16 angle;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_request_pull_c* req_pull = &player->requested_main_index_data.pull;
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f32 x;
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f32 z;
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keyf = &player->keyframe0;
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main_pull->ftr_no = req_pull->ftrNo;
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main_pull->start_pos = req_pull->end_pos;
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main_pull->ofs = req_pull->ofs;
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main_pull->timer = 0.0f;
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angle = req_pull->angle_y;
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x = req_pull->start_pos.x;
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z = req_pull->start_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_PULL1, mPlayer_ANIM_PULL1, 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_Pull(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_Pull(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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xyz_t* ofs;
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f32* timer_p;
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mPlayer_main_pull_c* main_pull = &player->main_data.pull;
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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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timer_p = &main_pull->timer;
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ofs = &main_pull->ofs;
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*timer_p += 1.0f;
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if (*timer_p >= 6.0f) {
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f32 dis;
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if (*timer_p > 34.0f) {
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*timer_p = 34.0f;
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}
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dis = (*timer_p - 6.0f) / 28.0f;
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if (dis >= 1.0f) {
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actor->world.position.x += ofs->x;
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actor->world.position.z += ofs->z;
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} else if (dis > 0.0f) {
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actor->world.position.x += ofs->x * dis;
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actor->world.position.z += ofs->z * dis;
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}
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}
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Actor_position_moveF(actor);
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}
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static void Player_actor_SearchAnimation_Pull(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_Pull(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_Pull(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_fromPull(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.pull.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_Pull(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Pull(actor, &frame_calc);
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Player_actor_Movement_Pull(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_SearchAnimation_Pull(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_Pull(actor, game);
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Player_actor_BGcheck_Pull(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromPull(actor, game, arg);
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}
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