static int Player_actor_request_main_run_all(GAME* game, f32 speed, int flags, int priority) { PLAYER_ACTOR* player; if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RUN, priority)) { player = GET_PLAYER_ACTOR_GAME(game); Player_actor_request_main_index(game, mPlayer_INDEX_RUN, priority); player->requested_main_index_data.run.morph_speed = speed; player->requested_main_index_data.run.flags = flags; return TRUE; } return FALSE; } static void Player_actor_setup_main_Run_common(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int flags = player->requested_main_index_data.run.flags; int anim_idx; int part_table_idx; f32 speed = player->requested_main_index_data.run.morph_speed; f32 absspeed; f32 frame = player->keyframe0.frame_control.current_frame; absspeed = ABS(speed); Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_RUN1, -absspeed, &anim_idx, &part_table_idx); Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_RUN1, anim_idx, frame, 1.0f, 0.5f, speed, part_table_idx); if (flags & 1) { Player_actor_SetEffect_forTakeout_item(actor, game); } Player_actor_setup_main_Base(actor, game); } static void Player_actor_setup_main_Run(ACTOR* actor, GAME* game) { Player_actor_setup_main_Run_common(actor, game); } static void Player_actor_CulcAnimation_Run(ACTOR* actor, f32 over_speed_normalize_NoneZero, f32* frame_calc) { Player_actor_CulcAnimation_Walk(actor, over_speed_normalize_NoneZero, frame_calc); } static void Player_actor_SetEffect_Run(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) { Player_actor_SetEffect_Walk(actor, game, left_target_frame, right_target_frame); } static void Player_actor_SearchAnimation_Run(ACTOR* actor, GAME* game, f32 frame) { if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); Player_actor_SetEffect_Walk(actor, game, 1.0f, 9.0f); } } static void Player_actor_Movement_Run(ACTOR* actor, GAME* game, f32* frame) { Player_actor_Movement_Walk(actor, game, frame); } static void Player_actor_ObjCheck_Run(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } static void Player_actor_BGcheck_Run(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } static void Player_actor_request_proc_index_fromRun_common(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 speed; Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0); if (!actor->bg_collision_check.result.on_ground) { Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1); } Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4); if (Player_actor_CheckController_forNet(game) != 0) { Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_4); } if (Player_actor_CheckController_forRod(game) != 0) { Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4); } Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4); Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4); Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4); Player_actor_CheckAndRequest_main_shake_tree_all(game); Player_actor_CheckAndRequest_main_pickup_all(game); speed = (player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f; if (speed < 3.525f) { Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); } if (speed >= 4.875f) { Player_actor_request_main_dash_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); } } static void Player_actor_request_proc_index_fromRun(ACTOR* actor, GAME* game) { Player_actor_request_proc_index_fromRun_common(actor, game); } static void Player_actor_main_Run(ACTOR* actor, GAME* game) { f32 over_speed_normalize_NoneZero; f32 frame_calc; Player_actor_Movement_Run(actor, game, &over_speed_normalize_NoneZero); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Run(actor, over_speed_normalize_NoneZero, &frame_calc); Player_actor_SearchAnimation_Run(actor, game, frame_calc); Player_actor_set_lean_angle(actor); Player_actor_set_eye_pattern_normal(actor); Player_actor_ObjCheck_Run(actor, game); Player_actor_BGcheck_Run(actor); Player_actor_Item_main(actor, game); Player_actor_request_proc_index_fromRun(actor, game); }