mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-07-12 05:28:46 -04:00
link a bunch of tools
This commit is contained in:
+13
-13
@@ -39,42 +39,42 @@ static void aTCB1_destruct(ACTOR* actor){
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static void aTCB1_setupAction(ACTOR*actor, int action){
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COBRA1_ACTOR* biscus = (COBRA1_ACTOR*)actor;
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COBRA1_ACTOR* cobra = (COBRA1_ACTOR*)actor;
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static COBRA1_PROC process[] = {
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(COBRA1_PROC)none_proc1,(COBRA1_PROC)none_proc1,(COBRA1_PROC)none_proc1,aTCB1_destruct,(COBRA1_PROC)none_proc1,NULL
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};
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biscus->proc = process[action];
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biscus->current_id = action;
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biscus->tools_class.process_id = action;
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cobra->proc = process[action];
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cobra->current_id = action;
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cobra->tools_class.process_id = action;
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}
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static void aTCB1_actor_move(ACTOR* actor, GAME*){
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COBRA1_ACTOR* biscus = (COBRA1_ACTOR*)actor;
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COBRA1_ACTOR* cobra = (COBRA1_ACTOR*)actor;
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if(biscus->tools_class.process_id != biscus->current_id){
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aTCB1_setupAction(actor, biscus->tools_class.process_id);
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if(cobra->tools_class.process_id != cobra->current_id){
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aTCB1_setupAction(actor, cobra->tools_class.process_id);
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}
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biscus->proc(actor);
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cobra->proc(actor);
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}
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static void aTCB1_actor_draw(ACTOR* actor, GAME* game){
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COBRA1_ACTOR* biscus = (COBRA1_ACTOR*)actor;
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COBRA1_ACTOR* cobra = (COBRA1_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(biscus->tools_class.enable == 1){
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if(cobra->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&biscus->tools_class.matrix_work);
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Matrix_Position_Zero(&biscus->tools_class.actor_class.world.position);
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Matrix_put(&cobra->tools_class.matrix_work);
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Matrix_Position_Zero(&cobra->tools_class.actor_class.world.position);
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biscus->tools_class.enable = 0;
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cobra->tools_class.enable = 0;
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_texture_z_light_fog_prim_npc(graph);
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@@ -0,0 +1,90 @@
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#include "ac_t_hasu1.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 aTHS1_actor_ct(ACTOR* actor, GAME*);
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static void aTHS1_actor_move(ACTOR* actor, GAME*);
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static void aTHS1_actor_draw(ACTOR* actor, GAME*);
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static void aTHS1_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Hasu1_Profile = {
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mAc_PROFILE_T_HASU1,
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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_16,
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sizeof(HASU1_ACTOR),
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&aTHS1_actor_ct,
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NONE_ACTOR_PROC,
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&aTHS1_actor_move,
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&aTHS1_actor_draw,
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NULL
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};
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extern Gfx crw_hasu1_body_model[];
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static void aTHS1_actor_ct(ACTOR* actor, GAME*){
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aTHS1_setupAction(actor,4);
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}
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static void aTHS1_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTHS1_setupAction(ACTOR*actor, int action){
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HASU1_ACTOR* hasu = (HASU1_ACTOR*)actor;
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static HASU1_PROC process[] = {
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(HASU1_PROC)none_proc1,(HASU1_PROC)none_proc1,(HASU1_PROC)none_proc1,aTHS1_destruct,(HASU1_PROC)none_proc1,NULL
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};
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hasu->proc = process[action];
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hasu->current_id = action;
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hasu->tools_class.process_id = action;
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}
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static void aTHS1_actor_move(ACTOR* actor, GAME*){
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HASU1_ACTOR* hasu = (HASU1_ACTOR*)actor;
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if(hasu->tools_class.process_id != hasu->current_id){
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aTHS1_setupAction(actor, hasu->tools_class.process_id);
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}
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hasu->proc(actor);
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}
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static void aTHS1_actor_draw(ACTOR* actor, GAME* game){
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HASU1_ACTOR* hasu = (HASU1_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(hasu->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&hasu->tools_class.matrix_work);
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Matrix_Position_Zero(&hasu->tools_class.actor_class.world.position);
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hasu->tools_class.enable = 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_hasu1_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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@@ -0,0 +1,90 @@
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#include "ac_t_hat1.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 aTHT1_actor_ct(ACTOR* actor, GAME*);
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static void aTHT1_actor_move(ACTOR* actor, GAME*);
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static void aTHT1_actor_draw(ACTOR* actor, GAME*);
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static void aTHT1_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Hat1_Profile = {
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mAc_PROFILE_T_HAT1,
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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_16,
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sizeof(HAT1_ACTOR),
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&aTHT1_actor_ct,
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NONE_ACTOR_PROC,
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&aTHT1_actor_move,
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&aTHT1_actor_draw,
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NULL
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};
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extern Gfx crw_hat1_body_model[];
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static void aTHT1_actor_ct(ACTOR* actor, GAME*){
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aTHT1_setupAction(actor,4);
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}
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static void aTHT1_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTHT1_setupAction(ACTOR*actor, int action){
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HAT1_ACTOR* hat = (HAT1_ACTOR*)actor;
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static HAT1_PROC process[] = {
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(HAT1_PROC)none_proc1,(HAT1_PROC)none_proc1,(HAT1_PROC)none_proc1,aTHT1_destruct,(HAT1_PROC)none_proc1,NULL
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};
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hat->proc = process[action];
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hat->current_id = action;
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hat->tools_class.process_id = action;
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}
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static void aTHT1_actor_move(ACTOR* actor, GAME*){
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HAT1_ACTOR* hat = (HAT1_ACTOR*)actor;
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if(hat->tools_class.process_id != hat->current_id){
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aTHT1_setupAction(actor, hat->tools_class.process_id);
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}
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hat->proc(actor);
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}
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static void aTHT1_actor_draw(ACTOR* actor, GAME* game){
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HAT1_ACTOR* hat = (HAT1_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(hat->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&hat->tools_class.matrix_work);
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Matrix_Position_Zero(&hat->tools_class.actor_class.world.position);
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hat->tools_class.enable = 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_hat1_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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@@ -0,0 +1,90 @@
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#include "ac_t_hat2.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 aTHT2_actor_ct(ACTOR* actor, GAME*);
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static void aTHT2_actor_move(ACTOR* actor, GAME*);
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static void aTHT2_actor_draw(ACTOR* actor, GAME*);
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static void aTHT2_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Hat2_Profile = {
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mAc_PROFILE_T_HAT2,
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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_16,
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sizeof(HAT2_ACTOR),
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&aTHT2_actor_ct,
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NONE_ACTOR_PROC,
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&aTHT2_actor_move,
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&aTHT2_actor_draw,
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NULL
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};
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extern Gfx crw_hat2_body_model[];
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static void aTHT2_actor_ct(ACTOR* actor, GAME*){
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aTHT2_setupAction(actor,4);
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}
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static void aTHT2_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTHT2_setupAction(ACTOR*actor, int action){
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HAT2_ACTOR* hat = (HAT2_ACTOR*)actor;
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static HAT2_PROC process[] = {
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(HAT2_PROC)none_proc1,(HAT2_PROC)none_proc1,(HAT2_PROC)none_proc1,aTHT2_destruct,(HAT2_PROC)none_proc1,NULL
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};
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hat->proc = process[action];
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hat->current_id = action;
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hat->tools_class.process_id = action;
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}
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static void aTHT2_actor_move(ACTOR* actor, GAME*){
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HAT2_ACTOR* hat = (HAT2_ACTOR*)actor;
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if(hat->tools_class.process_id != hat->current_id){
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aTHT2_setupAction(actor, hat->tools_class.process_id);
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}
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hat->proc(actor);
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}
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static void aTHT2_actor_draw(ACTOR* actor, GAME* game){
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HAT2_ACTOR* hat = (HAT2_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(hat->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&hat->tools_class.matrix_work);
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Matrix_Position_Zero(&hat->tools_class.actor_class.world.position);
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hat->tools_class.enable = 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_hat2_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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@@ -0,0 +1,90 @@
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#include "ac_t_hat3.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 aTHT3_actor_ct(ACTOR* actor, GAME*);
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static void aTHT3_actor_move(ACTOR* actor, GAME*);
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static void aTHT3_actor_draw(ACTOR* actor, GAME*);
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static void aTHT3_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Hat3_Profile = {
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mAc_PROFILE_T_HAT3,
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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_16,
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sizeof(HAT3_ACTOR),
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&aTHT3_actor_ct,
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NONE_ACTOR_PROC,
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&aTHT3_actor_move,
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&aTHT3_actor_draw,
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NULL
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};
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extern Gfx crw_hat3_body_model[];
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static void aTHT3_actor_ct(ACTOR* actor, GAME*){
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aTHT3_setupAction(actor,4);
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}
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static void aTHT3_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTHT3_setupAction(ACTOR*actor, int action){
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HAT3_ACTOR* hat = (HAT3_ACTOR*)actor;
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static HAT3_PROC process[] = {
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(HAT3_PROC)none_proc1,(HAT3_PROC)none_proc1,(HAT3_PROC)none_proc1,aTHT3_destruct,(HAT3_PROC)none_proc1,NULL
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};
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hat->proc = process[action];
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hat->current_id = action;
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hat->tools_class.process_id = action;
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}
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static void aTHT3_actor_move(ACTOR* actor, GAME*){
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HAT3_ACTOR* hat = (HAT3_ACTOR*)actor;
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if(hat->tools_class.process_id != hat->current_id){
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aTHT3_setupAction(actor, hat->tools_class.process_id);
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}
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hat->proc(actor);
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}
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static void aTHT3_actor_draw(ACTOR* actor, GAME* game){
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HAT3_ACTOR* hat = (HAT3_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(hat->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&hat->tools_class.matrix_work);
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Matrix_Position_Zero(&hat->tools_class.actor_class.world.position);
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hat->tools_class.enable = 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_hat3_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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