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https://github.com/ACreTeam/ac-decomp
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function names
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@@ -1,4 +1,4 @@
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static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority) {
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static int Player_actor_request_main_close_furniture(GAME* game, int priority) {
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if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WAIT_OPEN_FURNITURE &&
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Player_actor_check_request_main_able(game, mPlayer_INDEX_CLOSE_FURNITURE, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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@@ -84,7 +84,7 @@ static void Player_actor_request_proc_index_fromClose_furniture(ACTOR* actor, GA
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}
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}
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static void Player_actor_main_Open_furniture(ACTOR* actor, GAME* game) {
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static void Player_actor_main_Close_furniture(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Close_furniture(actor, &frame_calc);
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@@ -1,4 +1,4 @@
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static int Player_actor_request_main_door(GAME* game, int priority) {
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static int Player_actor_request_main_invade(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INVADE, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_INVADE, priority);
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@@ -8,7 +8,7 @@ static int Player_actor_request_main_door(GAME* game, int priority) {
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return FALSE;
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}
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static int Player_actor_request_main_door_all(GAME* game, int priority) {
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static int Player_actor_request_main_invade_all(GAME* game, int priority) {
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return Player_actor_request_main_invade(game, priority) != 0;
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}
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@@ -22,7 +22,7 @@ static int Player_actor_request_main_wait_open_furniture(GAME* game, int priorit
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return FALSE;
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}
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static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) {
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static void Player_actor_setup_main_Wait_open_furniture(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_request_wait_open_furniture_c* req_open = &player->requested_main_index_data.wait_open_furniture;
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@@ -50,7 +50,7 @@ static void Player_actor_Movement_Wait_open_furniture(ACTOR* actor) {
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static int Player_actor_CulcAnimation_Wait_open_furniture(ACTOR* actor) {
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f32 frame_calc;
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return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
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}
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