match m_player_main_sitdown_wait

This commit is contained in:
Prakxo
2024-09-05 19:03:24 +02:00
parent fc0fc74055
commit f5644cdb0f
+57
View File
@@ -0,0 +1,57 @@
static int Player_actor_request_main_sitdown_wait(GAME* game, int ftr_no, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SITDOWN_WAIT, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
player->requested_main_index_data.sitdown_wait.ftrID = ftr_no;
Player_actor_request_main_index(game, mPlayer_INDEX_SITDOWN_WAIT, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Sitdown_wait(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_sitdown_wait_c* main_sitdown_wait = &player->main_data.sitdown_wait;
mPlayer_request_sitdown_wait_c* req_sitdown_wait = &player->requested_main_index_data.sitdown_wait;
main_sitdown_wait->ftrID = req_sitdown_wait->ftrID;
Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_SITDOWN_WAIT1, mPlayer_ANIM_SITDOWN_WAIT1, 1.0f, 1.0f,
0.5f, -5.0f, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Sitdown_wait(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Movement_Base_Stop(actor, FALSE);
}
static int Player_actor_CulcAnimation_Sitdown_wait(ACTOR* actor) {
f32 frame_calc;
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_request_proc_index_fromSitdown(ACTOR* actor, GAME* game, int arg) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int ftr_no = player->main_data.sitdown_wait.ftrID;
if ((Player_actor_GetController_move_percentX()) || (Player_actor_GetController_move_percentY())) {
Player_actor_request_main_standup(game, ftr_no, mPlayer_REQUEST_PRIORITY_22);
}
}
static void Player_actor_main_Sitdown(ACTOR* actor, GAME* game) {
Player_actor_Movement_Sitdown_wait(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Sitdown_wait(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromSitdown_wait(actor, game);
Player_actor_main_Sitdown_wait_other_func2(actor, game);
}