diff --git a/src/m_player_main_invade.c_inc b/src/m_player_main_invade.c_inc index e69de29b..41a5750d 100644 --- a/src/m_player_main_invade.c_inc +++ b/src/m_player_main_invade.c_inc @@ -0,0 +1,51 @@ +static int Player_actor_request_main_door(GAME* game, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INVADE, priority)) { + Player_actor_request_main_index(game, mPlayer_INDEX_INVADE, priority); + + return TRUE; + } + + return FALSE; +} + +static int Player_actor_request_main_door_all(GAME* game, int priority) { + return Player_actor_request_main_invade(game, priority) != 0; +} + +static void Player_actor_setup_main_Invade(ACTOR* actor, GAME* game) { + int anim_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, 0, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx); + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_Movement_Invade(ACTOR* actor) { + Player_actor_Movement_Base_Braking(actor); +} + +static void Player_actor_CulcAnimation_Invade(ACTOR* actor) { + f32 frame_calc; + + Player_actor_CulcAnimation_Base2(actor, &frame_calc); +} + +static void Player_actor_ObjCheck_Invade(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Invade(ACTOR* actor) { + Player_actor_BGcheck_common_type2(actor); +} + +static void Player_actor_main_Invade(ACTOR* actor, GAME* game) { + Player_actor_Movement_Invade(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Invade(actor); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Invade(actor, game); + Player_actor_BGcheck_Invade(actor); + Player_actor_Item_main(actor, game); +}