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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
match m_player_main_sitdown
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@@ -1522,6 +1522,14 @@ typedef struct player_main_wait_bed_s {
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int flags;
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} mPlayer_main_wait_bed_c;
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typedef struct player_main_sitdown_s {
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int ftrID;
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} mPlayer_main_sitdown_c;
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typedef struct player_main_sitdown_wait_s {
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int ftrID;
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} mPlayer_main_sitdown_wait_c;
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typedef struct player_main_wade_s {
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int dir;
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xyz_t start_pos;
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@@ -1815,6 +1823,8 @@ typedef union {
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mPlayer_main_open_furniture_c open_furniture;
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mPlayer_main_lie_bed_c lie_bed;
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mPlayer_main_wait_bed_c wait_bed;
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mPlayer_main_sitdown_c sitdown;
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mPlayer_main_sitdown_wait_c sitdown_wait;
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mPlayer_main_wade_c wade;
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mPlayer_main_pickup_c pickup;
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mPlayer_main_pickup_jump_c pickup_jump;
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@@ -46,7 +46,7 @@ static Player_actor_request_main_hold(GAME* game, int ftr_no, int index, const x
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return FALSE;
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}
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static void Player_actor_setup_main_OutdoorPlayer_actor_setup_main_Hold(ACTOR* actor, GAME* game) {
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static void Player_actor_setup_main_Hold(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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int flags = player->requested_main_index_data.hold.flags;
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@@ -0,0 +1,118 @@
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static int Player_actor_Check_able_request_main_sitdown(GAME* game) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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int index = player->now_main_index;
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switch (index) {
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case mPlayer_INDEX_WAIT:
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case mPlayer_INDEX_WALK:
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case mPlayer_INDEX_RUN:
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case mPlayer_INDEX_DASH:
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return TRUE;
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default:
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return FALSE;
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}
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}
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static int Player_actor_request_main_sitdown(GAME* game, int index, const xyz_t* pos, int ftr_no, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SITDOWN, priority) &&
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Player_actor_Check_able_request_main_sitdown(game)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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player->requested_main_index_data.sitdown.angle = Player_actor_Get_Angle_fromIndex(index);
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player->requested_main_index_data.sitdown.pos = *pos;
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player->requested_main_index_data.sitdown.pos.y = player->actor_class.world.position.y;
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player->requested_main_index_data.sitdown.ftrID = ftr_no;
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Player_actor_request_main_index(game, mPlayer_INDEX_SITDOWN, priority);
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return TRUE;
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}
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return FALSE;
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}
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static void Player_actor_settle_main_Sitdown(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
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actor->world.angle.y = actor->shape_info.rotation.y;
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actor->shape_info.shadow_size_change_rate = 0.0f;
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actor->shape_info.shadow_alpha_change_rate = 0.0f;
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}
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static void Player_actor_setup_main_Sitdown(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_c* keyf;
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mPlayer_main_sitdown_c* main_sitdown = &player->main_data.sitdown;
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mPlayer_request_sitdown_c* req_sitdown = &player->requested_main_index_data.sitdown;
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s16 angle;
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keyf = &player->keyframe0;
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main_sitdown->ftrID = req_sitdown->ftrID;
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angle = req_sitdown->angle;
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actor->world.angle.y = angle;
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cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000);
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cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &req_sitdown->pos, actor->shape_info.rotation.y,
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req_sitdown->angle, 5.0f, keyf, 5);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_SITDOWN1, mPlayer_ANIM_SITDOWN1, 1.0f, 1.0f, 0.5f, -3.0f,
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0, 0);
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Player_actor_setup_main_Base(actor, game);
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Player_actor_sound_JUMP(actor);
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}
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static int Player_actor_CulcAnimation_Sitdown(ACTOR* actor, f32* frame_calc) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_SetSound_Sitdown(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) {
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Player_actor_sound_SIT(actor, player->main_data.sitdown.ftrID);
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}
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}
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static void Player_actor_SearchAnimation_Sitdown(ACTOR* actor, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetSound_Sitdown(actor);
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}
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Player_actor_DisappearShadow_fromAnimationFrame(actor, 0.0f, 15.0f);
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}
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static void Player_actor_Movement_Sitdown(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
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actor->world.angle.y, &player->keyframe0);
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Player_actor_Movement_Base_Stop(actor, FALSE);
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}
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static void Player_actor_ObjCheck_Sitdown(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_request_proc_index_fromSitdown(ACTOR* actor, GAME* game, int arg) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (arg != 0) {
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Player_actor_request_main_sitdown_wait(game, player->main_data.sitdown.ftrID, mPlayer_REQUEST_PRIORITY_21);
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}
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}
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static void Player_actor_main_Sitdown(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg = Player_actor_CulcAnimation_Sitdown(actor, &frame_calc);
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Player_actor_SearchAnimation_Sitdown(actor, frame_calc);
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Player_actor_Movement_Sitdown(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Sitdown(actor, game);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromSitdown(actor, game, arg);
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}
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