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https://github.com/ACreTeam/ac-decomp
synced 2026-06-04 18:28:49 -04:00
Implement and link ac_t_zinnia2
This commit is contained in:
@@ -512,6 +512,9 @@ ac_t_tumbler.c:
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ac_t_zinnia1.c:
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.text: [0x804AA72C, 0x804AA880]
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.data: [0x8068F370, 0x8068F3B0]
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ac_t_zinnia2.c:
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.text: [0x804AA880, 0x804AA9d4]
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.data: [0x8068F3B0, 0x8068F3F0]
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ac_tools.c:
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.text: [0x804AC034, 0x804AC2D8]
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.rodata: [0x80645F90, 0x80645F98]
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@@ -3,6 +3,7 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_tools.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -10,6 +11,15 @@ extern "C" {
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extern ACTOR_PROFILE T_Zinnia2_Profile;
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typedef void (*ZINNIA2_PROC)(ACTOR*);
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typedef struct t_zinnia2_s {
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TOOLS_ACTOR tools_class;
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ZINNIA2_PROC proc;
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int current_id;
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} ZINNIA2_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -0,0 +1,83 @@
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#include "ac_t_zinnia2.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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static void aTZN2_actor_ct(ACTOR* actor, GAME* game);
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static void aTZN2_actor_draw(ACTOR* actor, GAME* game);
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static void aTZN2_actor_move(ACTOR* actor, GAME* game);
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static void aTZN2_setupAction(ACTOR* actor, int action);
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ACTOR_PROFILE T_Zinnia2_Profile = {
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mAc_PROFILE_T_ZINNIA2,
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ACTOR_PART_BG,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_TOOLS,
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sizeof(ZINNIA2_ACTOR),
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&aTZN2_actor_ct,
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NONE_ACTOR_PROC,
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&aTZN2_actor_move,
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&aTZN2_actor_draw,
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NULL
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};
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extern Gfx crw_zinnia2_body_model[];
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static void aTZN2_actor_ct(ACTOR* actor, GAME* game){
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aTZN2_setupAction(actor, 4);
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}
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static void aTZN2_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTZN2_setupAction(ACTOR* actor, int action){
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ZINNIA2_ACTOR* zinnia2 = (ZINNIA2_ACTOR*)actor;
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static ZINNIA2_PROC process[] = {
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(ZINNIA2_PROC)none_proc1, (ZINNIA2_PROC)none_proc1, (ZINNIA2_PROC)none_proc1, aTZN2_destruct,(ZINNIA2_PROC)none_proc1, NULL
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};
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zinnia2->proc = process[action];
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zinnia2->current_id = action;
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zinnia2->tools_class.work0 = action;
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}
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static void aTZN2_actor_move(ACTOR* actor, GAME* game){
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ZINNIA2_ACTOR* zinnia2 = (ZINNIA2_ACTOR*)actor;
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if(zinnia2->tools_class.work0 != zinnia2->current_id){
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aTZN2_setupAction(actor, zinnia2->tools_class.work0);
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}
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zinnia2->proc(actor);
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}
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static void aTZN2_actor_draw(ACTOR* actor, GAME* game){
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ZINNIA2_ACTOR* zinnia2 = (ZINNIA2_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(zinnia2->tools_class.init_matrix == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&zinnia2->tools_class.matrix_work);
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Matrix_Position_Zero(&zinnia2->tools_class.actor_class.world.position);
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zinnia2->tools_class.init_matrix = 0;
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxp++, crw_zinnia2_body_model);
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SET_POLY_OPA_DISP(gfxp);
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CLOSE_DISP(graph);
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}
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}
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