mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link enginner and majin
This commit is contained in:
@@ -0,0 +1,87 @@
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#include "ac_ev_majin.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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extern void aEMJ_actor_ct(ACTOR*, GAME*);
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extern void aEMJ_actor_dt(ACTOR*, GAME*);
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extern void aEMJ_actor_init(ACTOR*, GAME*);
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extern void aEMJ_actor_save(ACTOR*, GAME*);
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ACTOR_PROFILE Ev_Majin_Profile = {
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mAc_PROFILE_EV_MAJIN,
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ACTOR_PART_NPC,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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SP_NPC_EV_MAJIN,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(EV_NPCMAJIN_ACTOR),
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aEMJ_actor_ct,
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aEMJ_actor_dt,
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aEMJ_actor_init,
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NONE_ACTOR_PROC,
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aEMJ_actor_save,
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};
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extern void aEMJ_actor_move(ACTOR*, GAME*);
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extern void aEMJ_actor_draw(ACTOR*, GAME*);
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static int aEMJ_talk_init(ACTOR*, GAME*);
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static int aEMJ_talk_end_chk(ACTOR*, GAME*);
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static void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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void aEMJ_actor_ct(ACTOR* actor, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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&aEMJ_actor_move,
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&aEMJ_actor_draw,
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5,
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mActor_NONE_PROC1,
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&aEMJ_talk_init,
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&aEMJ_talk_end_chk,
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0,
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};
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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if(Common_Get(clip.npc_clip)->birth_check_proc(actor,game) == TRUE){
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majin->npc_class.schedule.schedule_proc = aEMJ_schedule_proc;
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Common_Get(clip.npc_clip)->ct_proc(actor,game,&ct_data);
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majin->npc_class.head.lock_flag = 1;
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majin->npc_class.talk_info.default_turn_animation = 0x4E;
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majin->npc_class.talk_info.default_animation = 0x4E;
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majin->npc_class.talk_info.turn = 2;
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}
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}
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void aEMJ_actor_save(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->save_proc(actor,game);
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}
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void aEMJ_actor_dt(ACTOR* actor, GAME* game) {
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if(Common_Get(clip.groundhog_control_clip) != NULL){
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Common_Get(clip.groundhog_control_clip)->groundhog_npc_actor = NULL;
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}
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Common_Get(clip.npc_clip)->dt_proc(actor,game);
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Common_Get(clip.effect_clip)->effect_kill_proc(0x5D, 0xFFFF);
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}
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void aEMJ_actor_init(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->init_proc(actor,game);
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}
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void aEMJ_set_animation(ACTOR* actor, int idx){
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static s16 animeSeqNo[] = {79,78,80};
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Common_Get(clip.npc_clip)->animation_init_proc(actor,animeSeqNo[idx],0);
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}
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void aEMJ_actor_move(ACTOR* actor, GAME* game){
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Common_Get(clip.npc_clip)->move_proc(actor,game);
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actor->shape_info.draw_shadow = 0;
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}
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void aEMJ_actor_draw(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->draw_proc(actor,game);
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}
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#include "../src/ac_ev_majin_move.c_inc"
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@@ -0,0 +1,157 @@
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void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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void aEMJ_setup_think_proc(NPC_ACTOR*, int);
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void aEMJ_force_talk_request(NPC_ACTOR*, GAME_PLAY*);
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void aEMJ_set_request_act(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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majin->npc_class.request.act_priority = 4;
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majin->npc_class.request.act_idx = 22;
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majin->npc_class.request.act_type = 2;
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}
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void aEMJ_act_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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majin->npc_class.action.step = 0;
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}
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void aEMJ_act_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC act_proc[] = {aEMJ_act_init_proc, (aNPC_SUB_PROC)mActor_NONE_PROC1,
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(aNPC_SUB_PROC)mActor_NONE_PROC1};
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act_proc[idx](actor, play);
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}
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void aEMJ_appear(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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if (majin->npc_class.draw._04 == 1) {
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aEMJ_setup_think_proc(actor, 1);
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}
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}
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void aEMJ_retire(NPC_ACTOR* actor, GAME_PLAY* play) {
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if (actor->draw._04 == 1) {
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((NPC_ACTOR*)(actor->actor_class.parent_actor))->npc_info.animal = (Animal_c*)1;
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Actor_delete(&actor->actor_class);
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}
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}
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void aEMJ_think_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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if (actor->action.idx == 0x16) {
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majin->think_proc(actor, play);
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} else {
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if (actor->action.step == aNPC_ACTION_END_STEP) {
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aEMJ_set_request_act(actor, play);
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}
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}
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}
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void aEMJ_think_init_proc(ACTOR* actor, GAME* game) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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majin->npc_class.action.act_proc = aEMJ_act_proc;
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aEMJ_set_request_act(&majin->npc_class, play);
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Common_Get(clip).effect_clip->effect_make_proc(0x5D, actor->world.position, 3, actor->shape_info.rotation.y,
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&play->game, 0xFFFF, 0, 0);
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aEMJ_setup_think_proc(&majin->npc_class, 0);
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}
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void aEMJ_setup_think_proc(NPC_ACTOR* actor, int idx) {
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static NPC_DT_PROCS dt_tbl[] = {
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{aEMJ_appear, (aNPC_SUB_PROC)none_proc1},
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{(aNPC_SUB_PROC)none_proc1, aEMJ_force_talk_request},
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{aEMJ_retire, (aNPC_SUB_PROC)none_proc1},
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};
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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NPC_DT_PROCS* current = &dt_tbl[idx];
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majin->unk994 = idx;
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majin->think_proc = current->unk0;
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actor->talk_info.talk_request_proc = (mActor_proc)current->unk4;
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aEMJ_set_animation(&actor->actor_class, idx);
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}
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void aEMJ_think_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC think_proc[] = {
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(aNPC_SUB_PROC)(aEMJ_think_init_proc),
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aEMJ_think_main_proc,
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};
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think_proc[idx](actor, play);
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}
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void aEMJ_schedule_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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majin->npc_class.think.think_proc = aEMJ_think_proc;
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majin->npc_class.condition_info.hide_request = 0;
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majin->npc_class.palActorIgnoreTimer = -1;
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majin->npc_class.actor_class.world.position.x += 20.0f;
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majin->npc_class.actor_class.world.position.z += 20.0f;
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Common_Get(clip.npc_clip)->think_proc(actor, play, 9, 0);
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}
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void aEMJ_schedule_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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if (Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 1) == 0) {
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Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 2);
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}
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}
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void aEMJ_schedule_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC sche_proc[] = {aEMJ_schedule_init_proc, aEMJ_schedule_main_proc};
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sche_proc[idx](actor, play);
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}
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void aEMJ_set_force_talk_info() {
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int msg_num;
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switch (Common_Get(weather)) {
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case mEnv_WEATHER_CLEAR:
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msg_num = RANDOM(3.0f) + 0x3DAF;
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break;
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case mEnv_WEATHER_SNOW:
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msg_num = RANDOM(3.0f) + 0x3DB2;
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break;
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default:
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case mEnv_WEATHER_RAIN:
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msg_num = 0x3DAF;
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break;
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}
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mDemo_Set_msg_num(msg_num);
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}
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void aEMJ_force_talk_request(NPC_ACTOR* actor, GAME_PLAY* play) {
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mDemo_Request(10, &actor->actor_class, aEMJ_set_force_talk_info);
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}
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int aEMJ_talk_init(ACTOR* actor, GAME* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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majin->npc_class.talk_info.talk_request_proc = (mActor_proc)none_proc1;
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mDemo_Set_ListenAble();
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return 1;
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}
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int aEMJ_talk_end_chk(ACTOR* actor, GAME* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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int res = 0;
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if (mDemo_Check(10, actor) == 0) {
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aEMJ_setup_think_proc(&majin->npc_class, 2);
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res = 1;
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}
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return res;
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}
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@@ -0,0 +1,72 @@
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#include "ac_npc_engineer.h"
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#include "m_name_table.h"
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#include "m_common_data.h"
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extern void aNEG_actor_ct(ACTOR* actor, GAME* game);
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extern void aNEG_actor_dt(ACTOR* actor, GAME* game);
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extern void aNEG_actor_init(ACTOR* actor, GAME* game);
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extern void aNEG_actor_save(ACTOR* actor, GAME* game);
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ACTOR_PROFILE Npc_Engineer_Profile = {
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mAc_PROFILE_NPC_ENGINEER,
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ACTOR_PART_NPC,
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ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPCENGINEER_ACTOR),
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aNEG_actor_ct,
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aNEG_actor_dt,
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aNEG_actor_init,
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mActor_NONE_PROC1,
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aNEG_actor_save,
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};
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void aNEG_actor_move(ACTOR*, GAME*);
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void aNEG_actor_draw(ACTOR*, GAME*);
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void aNEG_actor_ct(ACTOR* actor, GAME* game){
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static aNPC_ct_data_c ct_data = {
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&aNEG_actor_move,
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&aNEG_actor_draw,
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5,
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NULL,
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NULL,
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NULL,
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0,
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};
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NPCENGINEER_ACTOR* engineer = (NPCENGINEER_ACTOR*)actor;
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if(Common_Get(clip.npc_clip)->birth_check_proc(actor,game) == TRUE){
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engineer->npc_class.schedule.schedule_proc = (aNPC_SCHEDULE_PROC)mActor_NONE_PROC1;
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Common_Get(clip.npc_clip)->ct_proc(actor,game,&ct_data);
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engineer->npc_class.condition_info.demo_flg = -1;
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engineer->npc_class.condition_info.hide_request = 0;
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engineer->npc_class.palActorIgnoreTimer = -1;
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engineer->npc_class.actor_class.status_data.weight = MASSTYPE_HEAVY;
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engineer->npc_class.actor_class.shape_info.rotation.y = 0x4000;
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engineer->npc_class.actor_class.world.angle.y = 0x4000;
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engineer->npc_class.movement.mv_angl = 0x4000;
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engineer->npc_class.request.act_priority = 4;
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engineer->npc_class.request.act_idx = 0;
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engineer->npc_class.request.act_type = 0;
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}
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}
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void aNEG_actor_save(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->save_proc(actor,game);
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}
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void aNEG_actor_dt(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->dt_proc(actor,game);
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}
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void aNEG_actor_init(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->init_proc(actor,game);
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}
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void aNEG_actor_move(ACTOR* actor, GAME* game){
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Common_Get(clip.npc_clip)->move_proc(actor,game);
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}
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void aNEG_actor_draw(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->draw_proc(actor,game);
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}
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