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https://github.com/ACreTeam/ac-decomp
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match m_player_main_outdoor
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@@ -0,0 +1,104 @@
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static int Player_actor_request_main_outdoor(GAME* game, int type, int is_start_demo, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_OUTDOOR, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.outdoor.type = type;
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player->requested_main_index_data.outdoor.is_start_demo = is_start_demo;
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Player_actor_request_main_index(game, mPlayer_INDEX_OUTDOOR, 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_Outdoor(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int anim_idx;
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f32 anim_frame;
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int type = player->requested_main_index_data.outdoor.type;
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int demo = player->requested_main_index_data.outdoor.is_start_demo;
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player->main_data.outdoor.is_demo = FALSE;
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if (!demo) {
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anim_idx = mPlayer_ANIM_GO_OUT_O1;
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if (type != 0) {
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anim_frame = 1.0f;
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} else {
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anim_frame = 25.0f;
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}
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} else {
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anim_idx = mPlayer_ANIM_GO_OUT_S1;
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anim_frame = 1.0f;
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}
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Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, anim_frame, anim_frame, 0.5f, 0.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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void Player_actor_settle_main_Outdoor(ACTOR* actor, GAME* game) {
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mDemo_End(actor);
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}
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int Player_actor_CulcAnimation_Outdoor(ACTOR* actor, f32* calc_frame) {
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return Player_actor_CulcAnimation_Base2(actor, calc_frame);
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}
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int Player_actor_Movement_Outdoor(ACTOR* actor, int calc) {
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Player_actor_Set_force_shadow_position_fromAnimePosition(actor);
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Player_actor_Movement_Base_Stop(actor, FALSE);
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return calc;
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}
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void Player_actor_ObjCheck_Outdoor(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forOutdoor(actor, game);
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}
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void Player_actor_request_proc_index_fromOutdoor(GAME* game, int arg1) {
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if (arg1 != 0) {
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if (Common_Get(complete_payment_type) != 0) {
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Player_actor_request_main_complete_payment(game, mPlayer_REQUEST_PRIORITY_44);
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} else {
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Player_actor_request_main_return_outdoor_all(game, mPlayer_INDEX_WAIT, mPlayer_REQUEST_PRIORITY_45, 3.0f,
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0.0f);
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}
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}
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}
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void Player_actor_Demo_Outdoor_Demo_ct(ACTOR* actor) {
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}
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int Player_actor_Request_Demo_Outdoor(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (player->main_data.outdoor.is_demo == FALSE) {
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if (mDemo_Check(mDemo_TYPE_OUTDOOR, actor)) {
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player->main_data.outdoor.is_demo = TRUE;
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return 0;
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} else {
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mDemo_Request(mDemo_TYPE_OUTDOOR, actor, Player_actor_Demo_Outdoor_Demo_ct);
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return 0;
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}
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}
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return 1;
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}
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void Player_actor_main_Outdoor(ACTOR* actor, GAME* game) {
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int arg1;
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f32 frame_calc;
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if (Player_actor_Request_Demo_Outdoor(actor)) {
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int calc = Player_actor_CulcAnimation_Outdoor(actor, &frame_calc);
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arg1 = Player_actor_Movement_Outdoor(actor, calc);
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Player_actor_Reinput_force_position_angle(actor, game);
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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_Outdoor(actor, game);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromOutdoor(game, arg1);
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}
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}
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