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https://github.com/ACreTeam/ac-decomp
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Implement & link ac_ghog
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#include "ac_ghog.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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// clang-format off
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static u8 aGhog_shadow_vtx_fix_flg_table[] = {
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TRUE, FALSE, TRUE, FALSE,
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FALSE, FALSE, TRUE, FALSE,
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FALSE, TRUE,
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};
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// clang-format on
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extern Vtx obj_e_ghog_shadow_v[];
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extern Gfx obj_e_ghog_shadow_modelT[];
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static bIT_ShadowData_c aGhog_shadow_data = {
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ARRAY_COUNT(aGhog_shadow_vtx_fix_flg_table),
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aGhog_shadow_vtx_fix_flg_table,
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20.0f,
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obj_e_ghog_shadow_v,
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obj_e_ghog_shadow_modelT,
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};
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static void aGhog_actor_ct(ACTOR* actorx, GAME* game);
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static void aGhog_actor_init(ACTOR* actorx, GAME* game);
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static void aGhog_actor_draw(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Ghog_Profile = {
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mAc_PROFILE_GHOG,
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ACTOR_PART_ITEM,
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ACTOR_STATE_TA_SET,
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GHOG,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(GHOG_ACTOR),
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&aGhog_actor_ct,
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mActor_NONE_PROC1,
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&aGhog_actor_init,
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&aGhog_actor_draw,
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NULL,
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};
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// clang-format on
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static void aGhog_set_bgOffset(ACTOR* actorx);
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static void aGhog_actor_ct(ACTOR* actorx, GAME* game) {
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aGhog_set_bgOffset(actorx);
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}
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static void aGhog_set_bgOffset(ACTOR* actorx) {
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static const mCoBG_OffsetTable_c rewrite_data = { mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 2, 0 };
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xyz_t pos = actorx->world.position;
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pos.x += mFI_UT_WORLDSIZE_X_F;
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mCoBG_SetPluss5PointOffset_file(actorx->world.position, rewrite_data, __FILE__, 163);
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mCoBG_SetPluss5PointOffset_file(pos, rewrite_data, __FILE__, 164);
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}
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static void aGhog_actor_move(ACTOR* actorx, GAME* game) {
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// nothing
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}
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static void aGhog_actor_init(ACTOR* actorx, GAME* game) {
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mFI_SetFG_common(DUMMY_GHOG, actorx->home.position, FALSE);
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aGhog_actor_move(actorx, game);
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actorx->mv_proc = &aGhog_actor_move;
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}
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extern Gfx obj_e_ghog_model[];
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extern Gfx obj_e_ghog_modelT[];
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static void aGhog_actor_draw(ACTOR* actorx, GAME* game) {
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GRAPH* graph = game->graph;
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_texture_z_light_fog_prim_npc(graph);
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_texture_z_light_fog_prim_shadow(graph);
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OPEN_DISP(graph);
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gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_OPA_DISP, obj_e_ghog_modelT);
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gSPDisplayList(NEXT_POLY_OPA_DISP, obj_e_ghog_model);
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CLOSE_DISP(graph);
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CLIP(bg_item_clip)->draw_shadow_proc(game, &aGhog_shadow_data, TRUE);
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}
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