Match m_player_main_intro.c_inc

This commit is contained in:
Prakxo
2024-08-19 23:53:47 +02:00
parent 080be19914
commit d6aac7cf7d
+71
View File
@@ -0,0 +1,71 @@
int Player_actor_request_main_intro_all(GAME* game, int flag) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INTRO, flag) != FALSE) {
Player_actor_request_main_index(game, mPlayer_INDEX_INTRO, flag);
return TRUE;
}
return FALSE;
}
void Player_actor_setup_main_Intro(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int spC;
int sp8;
Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
player->main_data.intro.timer = 0.0f;
Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, 0.0f, 0, spC, sp8);
Player_actor_setup_main_Base(actor, game);
}
void Player_actor_CulcAnimation_Intro(ACTOR* actor) {
int base;
Player_actor_CulcAnimation_Base2(actor, &base);
}
void Player_actor_Movement_Intro(ACTOR* actor) {
Player_actor_Movement_Base_Braking(actor);
}
void Player_actor_ObjCheck_Intro(ACTOR* actor, GAME* game){
Player_actor_Excute_Corect_forStand(actor);
}
void Player_actor_BGcheck_Intro(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
void Player_actor_ResetCameraPos_Intro(GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
if (Camera2_Check_main_index(play, mPlayer_INDEX_INTRO) != 0) {
Camera2_request_main_normal(play, 1, 1);
}
}
void Player_actor_request_proc_index_fromIntro(ACTOR* actor, GAME* game){
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
player->main_data.intro.timer += 1.0f;
if(player->main_data.intro.timer >= 4.0f){
Player_actor_request_main_wait_all(game, 0.0f, 0.0f, 0 ,1);
}
}
void Player_actor_main_Intro(ACTOR* actor, GAME* game){
Player_actor_Movement_Intro(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Intro(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Intro(actor, game);
Player_actor_BGcheck_Intro(actor);
Player_actor_ResetCameraPos_Intro(game);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromIntro(actor, game);
}