mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-22 06:56:33 -04:00
match m_player_main_door
This commit is contained in:
@@ -466,7 +466,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe);
|
||||
* @param yidle Y-axis idle angle.
|
||||
* @param keyframe Skeleton info structure containing animation data.
|
||||
*/
|
||||
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s_xyz* sbase, xyz_t* move, s16 yidle,
|
||||
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle,
|
||||
cKF_SkeletonInfo_R_c* keyframe);
|
||||
|
||||
/**
|
||||
|
||||
+3
-3
@@ -1091,7 +1091,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe)
|
||||
keyframe->animation_enabled = 0;
|
||||
}
|
||||
|
||||
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s_xyz* sbase, xyz_t* move, s16 yidle,
|
||||
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle,
|
||||
cKF_SkeletonInfo_R_c* keyframe) {
|
||||
f32 fc = keyframe->fixed_counter;
|
||||
f32 count = 1.0f + fc;
|
||||
@@ -1162,14 +1162,14 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s_xyz* sbase, xyz
|
||||
Matrix_rotateXYZ(keyframe->current_joint[1].x, keyframe->current_joint[1].y, keyframe->current_joint[1].z, 0);
|
||||
Matrix_to_rotate2_new(get_Matrix_now(), update_base, 0);
|
||||
Matrix_pull();
|
||||
sbase->x = angley + angle_c + (update_base->x - base_x);
|
||||
*sbase = angley + angle_c + (update_base->x - base_x);
|
||||
}
|
||||
|
||||
if (base != NULL) {
|
||||
cur_joint = keyframe->current_joint;
|
||||
sub = 0;
|
||||
if (sbase != NULL) {
|
||||
sub = sbase->x - yidle;
|
||||
sub = *sbase - yidle;
|
||||
}
|
||||
if (an_flag & cKF_ANIMATION_TRANS_XZ) {
|
||||
f32 move_x, move_z;
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
static int Player_actor_request_main_door(GAME* game, const xyz_t* pos, s16 angle_y, int type, u32 label,
|
||||
int priority) {
|
||||
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DOOR, priority)) {
|
||||
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
|
||||
|
||||
player->requested_main_index_data.door.player_pos = *pos;
|
||||
player->requested_main_index_data.door.player_pos.y = player->actor_class.world.position.y;
|
||||
player->requested_main_index_data.door.angle_y = angle_y;
|
||||
player->requested_main_index_data.door.type = type;
|
||||
player->requested_main_index_data.door.label = label;
|
||||
|
||||
Player_actor_request_main_index(game, mPlayer_INDEX_DOOR, priority);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static void Player_actor_setup_main_Door(ACTOR* actor, GAME* game) {
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
int anim_idx = mPlayer_ANIM_INTO_S1;
|
||||
cKF_SkeletonInfo_R_c* keyf = &player->keyframe0;
|
||||
|
||||
if (player->requested_main_index_data.door.type == 0) {
|
||||
anim_idx = mPlayer_ANIM_OPEN1;
|
||||
}
|
||||
player->main_data.door.label = player->requested_main_index_data.door.label;
|
||||
actor->world.angle.y = player->requested_main_index_data.door.angle_y;
|
||||
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000);
|
||||
cKF_SkeletonInfo_R_AnimationMove_ct_base(
|
||||
9.0f, &actor->world.position, &player->requested_main_index_data.door.player_pos, actor->shape_info.rotation.y,
|
||||
player->requested_main_index_data.door.angle_y, keyf, 5);
|
||||
Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -9.0f, 0, 0);
|
||||
Player_actor_setup_main_Base(actor, game);
|
||||
mBGMPsComp_scene_mode(0xC);
|
||||
}
|
||||
|
||||
static int Player_actor_CulcAnimation_Door(ACTOR* actor, f32* frame_calc) {
|
||||
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
|
||||
}
|
||||
|
||||
static void Player_actor_Movement_Door(ACTOR* actor) {
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
|
||||
|
||||
cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
|
||||
actor->world.angle.y, &player->keyframe0);
|
||||
Player_actor_Movement_Base_Stop(actor, 0);
|
||||
Player_actor_Set_force_shadow_position_fromWorldPosition(actor);
|
||||
}
|
||||
|
||||
static void Player_actor_ObjCheck_Door(ACTOR* actor, GAME* game) {
|
||||
Player_actor_Excute_Corect_forStand(actor, game);
|
||||
}
|
||||
|
||||
static Player_actor_main_Door(ACTOR* actor, GAME* game) {
|
||||
f32 frame_calc;
|
||||
|
||||
Player_actor_CulcAnimation_Door(actor, &frame_calc);
|
||||
Player_actor_Movement_Door(actor);
|
||||
Player_actor_Reinput_force_position_angle(actor, game);
|
||||
Player_actor_recover_lean_angle(actor);
|
||||
Player_actor_set_eye_pattern_normal(actor);
|
||||
Player_actor_ObjCheck_Door(actor, game);
|
||||
Player_actor_Item_main(actor, game);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user