static int Player_actor_request_main_fall_all(GAME* game, f32 speed, int flags, int prio) { PLAYER_ACTOR* player; if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FALL, prio)) { player = GET_PLAYER_ACTOR_GAME(game); Player_actor_request_main_index(game, mPlayer_INDEX_FALL, prio); player->requested_main_index_data.fall.morph_speed = speed; player->requested_main_index_data.fall.flags = flags; return TRUE; } else { return FALSE; } } static void Player_actor_setup_main_Fall(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; f32 speed = player->requested_main_index_data.fall.morph_speed; int flags = player->requested_main_index_data.fall.flags; Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx); Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, speed, part_table_idx); if (flags & 1) { actor->position_speed.y = 0.0f; } Player_actor_setup_main_Base(actor, game); } static int Player_actor_CulcAnimation_Fall(ACTOR* actor) { f32 frame_calc; return Player_actor_CulcAnimation_Base2(actor, &frame_calc); } static void Player_actor_Movement_Fall(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } static void Player_actor_ObjCheck_Fall(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } static void Player_actor_BGcheck_Fall(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } static void Player_actor_request_proc_index_fromFall_common(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; s8 kind; s8 player_kind; if (actor->bg_collision_check.result.on_ground) { Player_actor_request_main_walk_all(game, NULL, -5.0f, 4, mPlayer_REQUEST_PRIORITY_1); } kind = player->item_kind; player_kind = Player_actor_Get_ItemKind(actor, player->now_main_index); if (kind != player_kind) { Player_actor_request_main_fall_all(game, 0.0f, 1, mPlayer_REQUEST_PRIORITY_0); } } static void Player_actor_request_proc_index_fromFall(ACTOR* actor, GAME* game) { Player_actor_request_proc_index_fromFall_common(actor, game); } static void Player_actor_main_Fall(ACTOR* actor, GAME* game) { Player_actor_Movement_Fall(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Fall(actor); Player_actor_recover_lean_angle(actor); Player_actor_set_eye_pattern_normal(actor); Player_actor_ObjCheck_Fall(actor, game); Player_actor_BGcheck_Fall(actor); Player_actor_Item_main(actor, game); Player_actor_request_proc_index_fromFall(actor, game); }