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https://github.com/ACreTeam/ac-decomp
synced 2026-06-07 19:31:23 -04:00
match m_player_main_reflect_scoop
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@@ -41,9 +41,9 @@ static void Player_actor_setup_main_Dig_scoop(ACTOR* actor, GAME* game) {
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static void Player_actor_Movement_Dig_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
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Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos);
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Player_actor_Movement_axe_common(actor, &main_scoop->target_pos);
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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@@ -26,9 +26,9 @@ static void Player_actor_setup_main_Fill_scoop(ACTOR* actor, GAME* game) {
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static void Player_actor_Movement_Fill_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
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Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos);
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Player_actor_Movement_axe_common(actor, &main_scoop->target_pos);
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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@@ -0,0 +1,290 @@
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static int Player_actor_request_main_reflect_scoop_all(GAME* game, const xyz_t* pos, mActor_name_t item,
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ACTOR* hit_actor, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFLECT_SCOOP, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.reflect_scoop.dig_pos = *pos;
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player->requested_main_index_data.reflect_scoop.item = item;
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player->requested_main_index_data.reflect_scoop.hit_actor = hit_actor;
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Player_actor_request_main_index(game, mPlayer_INDEX_REFLECT_SCOOP, 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_Reflect_scoop(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop;
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mPlayer_request_reflect_scoop_c* req_scoop = &player->requested_main_index_data.reflect_scoop;
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main_scoop->target_pos = req_scoop->dig_pos;
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main_scoop->item = req_scoop->item;
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main_scoop->reflect_actor_p = req_scoop->hit_actor;
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_NOT_DIG1, mPlayer_ANIM_NOT_DIG1, 1.0f, 1.0f, 0.5f, -5.0f,
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0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static Player_actor_settle_main_Reflect_scoop(ACTOR* actor, GAME* game) {
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actor->speed = 0.0f;
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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static int Player_actor_Movement_Reflect_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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f32 cur_frame = fc->current_frame;
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Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos);
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if (cur_frame < 13.0f) {
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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}
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static int Player_actor_CulcAnimation_Reflect_scoop(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_SetEffectHit_Reflect_scoop(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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if (Player_actor_Check_AnimationFrame(fc, 13.0f)) {
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u32 item;
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s16 attr;
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f32 sin;
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f32 cos;
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xyz_t* pos;
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int check;
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s16 rot;
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int stone;
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xyz_t ac_pos;
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mPlayer_main_reflect_scoop_c* main_scoop;
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ACTOR* reflected;
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int col_tree;
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main_scoop = &player->main_data.reflect_scoop;
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pos = &main_scoop->target_pos;
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item = main_scoop->item;
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reflected = main_scoop->reflect_actor_p;
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attr = -1;
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check = IS_ITEM_COLLIDEABLE_TREE(item);
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if (check) {
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int ut_x;
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int ut_z;
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if (mFI_Wpos2UtNum(&ut_x, &ut_z, *pos)) {
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Player_actor_Set_EffectBgTree(game, item, 3, ut_x, ut_z);
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}
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attr = 7;
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}
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stone = FALSE;
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if (IS_ITEM_STONE_TC(item)) {
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stone = TRUE;
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}
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if (stone) {
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Player_actor_Search_STONE_TC(actor, pos);
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if (attr < 0) {
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attr = 7;
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}
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}
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if (reflected) {
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switch (reflected->id) {
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case mAc_PROFILE_SNOWMAN:
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((SNOWMAN_ACTOR*)reflected)->unk_1F8 |= 2;
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break;
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case mAc_PROFILE_BALL:
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((BALL_ACTOR*)reflected)->unk208 |= 4;
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break;
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}
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}
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rot = actor->shape_info.rotation.y;
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ac_pos = actor->world.position;
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sin = sin_s(rot);
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cos = cos_s(rot);
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ac_pos.x += (37.0f * sin) + (2.0f * cos);
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ac_pos.z += (37.0f * cos) - (2.0f * sin);
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if (attr < 0 && (ITEM_NAME_GET_TYPE((u16)item) >= 4 || ITEM_NAME_GET_TYPE((u16)item) < 1)) {
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attr = mCoBG_Wpos2Attribute(ac_pos, NULL);
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}
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if (attr >= 0) {
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_SCOOP, ac_pos, 2, rot, game, RSV_NO, attr, 1);
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}
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}
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}
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static void Player_actor_SetEffect_Reflect_scoop(ACTOR* actor, GAME* game) {
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Player_actor_SetEffectHit_Reflect_scoop(actor, game);
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}
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static void Player_actor_SetAngleSpeedF_Reflect_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) {
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actor->speed = 4.8f;
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actor->world.angle.y = actor->shape_info.rotation.y + 0x8000;
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}
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}
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static void Player_actor_SetOrderNPC_Reflect_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) {
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Player_actor_CheckAndSet_UZAI_forNpc(main_scoop->reflect_actor_p);
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}
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}
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static void Player_actor_SetSound_Reflect_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) {
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mPlayer_main_reflect_scoop_c* main_scoop;
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ACTOR* reflected;
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u32 item;
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xyz_t* pos;
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int check;
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main_scoop = &player->main_data.reflect_scoop;
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pos = &main_scoop->target_pos;
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item = main_scoop->item;
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reflected = main_scoop->reflect_actor_p;
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if (reflected == NULL) {
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if (mCoBG_Wpos2Attribute(*pos, NULL) == mCoBG_ATTRIBUTE_BUSH) {
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Player_actor_sound_scoop_shigemi(actor);
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Player_actor_set_viblation_Reflect_scoop_soft();
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return;
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}
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} else {
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Player_actor_set_viblation_Reflect_scoop_soft();
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switch (reflected->id) {
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case mAc_PROFILE_SNOWMAN:
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return;
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default:
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Player_actor_sound_scoop_item_hit(actor);
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break;
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}
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return;
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}
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check = IS_ITEM_COLLIDEABLE_TREE(item) ? TRUE : FALSE;
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if (check || item == DUMMY_RESERVE) {
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Player_actor_sound_scoop_tree_hit(actor);
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Player_actor_set_viblation_Reflect_scoop_hard();
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} else {
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int type = ITEM_NAME_GET_TYPE(item);
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switch (type) {
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case NAME_TYPE_FTR0:
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case NAME_TYPE_ITEM1:
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case NAME_TYPE_FTR1:
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Player_actor_sound_scoop_item_hit(actor);
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Player_actor_set_viblation_Reflect_scoop_soft();
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break;
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default:
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if (mCoBG_WoodSoundEffect(pos)) {
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Player_actor_sound_scoop_tree_hit(actor);
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Player_actor_set_viblation_Reflect_scoop_hard();
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} else {
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Player_actor_sound_scoop_hit(actor);
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Player_actor_set_viblation_Reflect_scoop_hard();
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}
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break;
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}
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}
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}
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}
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static void Player_actor_informed_insects_Reflect_scoop(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f) &&
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Common_Get(clip).insect_clip != NULL && Common_Get(clip).insect_clip->set_pl_act_tim_proc != NULL) {
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int ut_x;
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int ut_z;
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mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop;
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xyz_t pos = main_scoop->target_pos;
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mFI_Wpos2UtNum(&ut_x, &ut_z, pos);
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Common_Get(clip).insect_clip->set_pl_act_tim_proc(2, ut_x, ut_z);
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}
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}
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static void Player_actor_SearchAnimation_Reflect_scoop(ACTOR* actor, GAME* game, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetEffect_Reflect_scoop(actor, game);
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Player_actor_SetAngleSpeedF_Reflect_scoop(actor);
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Player_actor_SetOrderNPC_Reflect_scoop(actor);
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Player_actor_SetSound_Reflect_scoop(actor);
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Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
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Player_actor_informed_insects_Reflect_scoop(actor);
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}
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}
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static void Player_actor_ObjCheck_Reflect_scoop(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_Reflect_scoop(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_request_proc_index_fromReflect_scoop(ACTOR* actor, GAME* game, int end_flag) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (end_flag != 0) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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} else {
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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if (Player_actor_Check_AnimationFrame(fc, 29.0f)) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_Set_status_for_bee(actor, TRUE);
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} else {
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f32 cur_frame = fc->current_frame;
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if (cur_frame >= 30.0f && !Player_actor_CheckAndRequest_main_scoop_all(game, 4) &&
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(Player_actor_GetController_move_percentX() || Player_actor_GetController_move_percentY())) {
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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}
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}
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}
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}
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static void Player_actor_main_Reflect_scoop(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int end_flag;
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Player_actor_Movement_Reflect_scoop(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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end_flag = Player_actor_CulcAnimation_Reflect_scoop(actor, &frame_calc);
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Player_actor_SearchAnimation_Reflect_scoop(actor, game, frame_calc);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_tex_anime_pattern(actor);
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Player_actor_ObjCheck_Reflect_scoop(actor, game);
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Player_actor_BGcheck_Reflect_scoop(actor);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromReflect_scoop(actor, game, end_flag);
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}
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