From f5644cdb0f2094a75e836e4e9a21507bb6e9cfbb Mon Sep 17 00:00:00 2001 From: Prakxo Date: Thu, 5 Sep 2024 19:03:24 +0200 Subject: [PATCH] match m_player_main_sitdown_wait --- src/m_player_main_sitdown_wait.c_inc | 57 ++++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) diff --git a/src/m_player_main_sitdown_wait.c_inc b/src/m_player_main_sitdown_wait.c_inc index e69de29b..8e1b398c 100644 --- a/src/m_player_main_sitdown_wait.c_inc +++ b/src/m_player_main_sitdown_wait.c_inc @@ -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); +}