static int Player_actor_request_main_pull(GAME* game, int ftr_no, s16 angle, xyz_t* start_pos, xyz_t* end_pos, xyz_t* ofs, int priority) { if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_HOLD && Player_actor_check_request_main_able(game, mPlayer_INDEX_PULL, priority)) { PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); player->requested_main_index_data.pull.ftrNo = ftr_no; player->requested_main_index_data.pull.angle_y = angle; player->requested_main_index_data.pull.start_pos = *start_pos; player->requested_main_index_data.pull.end_pos = *end_pos; player->requested_main_index_data.pull.ofs = *ofs; Player_actor_request_main_index(game, mPlayer_INDEX_PULL, priority); return TRUE; } return FALSE; } static void Player_actor_settle_main_Pull(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); actor->world.position.x = player->main_data.pull.start_pos.x; actor->world.position.z = player->main_data.pull.start_pos.z; } static void Player_actor_setup_main_Pull(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; mPlayer_main_pull_c* main_pull = &player->main_data.pull; s16 angle; cKF_SkeletonInfo_R_c* keyf; mPlayer_request_pull_c* req_pull = &player->requested_main_index_data.pull; f32 x; f32 z; keyf = &player->keyframe0; main_pull->ftr_no = req_pull->ftrNo; main_pull->start_pos = req_pull->end_pos; main_pull->ofs = req_pull->ofs; main_pull->timer = 0.0f; angle = req_pull->angle_y; x = req_pull->start_pos.x; z = req_pull->start_pos.z; actor->world.angle.y = angle; actor->shape_info.rotation.y = angle; actor->world.position.x = x; actor->world.position.z = z; cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000); cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, actor->shape_info.rotation.y, 0, 0.0f, keyf, 1); Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_PULL1, mPlayer_ANIM_PULL1, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); Player_actor_setup_main_Base(actor, game); } static int Player_actor_CulcAnimation_Pull(ACTOR* actor, f32* frame_calc) { return Player_actor_CulcAnimation_Base2(actor, frame_calc); } static void Player_actor_Movement_Pull(ACTOR* actor) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; xyz_t* ofs; f32* timer_p; mPlayer_main_pull_c* main_pull = &player->main_data.pull; cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale, actor->world.angle.y, &player->keyframe0); timer_p = &main_pull->timer; ofs = &main_pull->ofs; *timer_p += 1.0f; if (*timer_p >= 6.0f) { f32 dis; if (*timer_p > 34.0f) { *timer_p = 34.0f; } dis = (*timer_p - 6.0f) / 28.0f; if (dis >= 1.0f) { actor->world.position.x += ofs->x; actor->world.position.z += ofs->z; } else if (dis > 0.0f) { actor->world.position.x += ofs->x * dis; actor->world.position.z += ofs->z * dis; } } Actor_position_moveF(actor); } static void Player_actor_SearchAnimation_Pull(ACTOR* actor, GAME* game, f32 frame) { if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); } } static void Player_actor_ObjCheck_Pull(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } static void Player_actor_BGcheck_Pull(ACTOR* actor) { Player_actor_BGcheck_common_type3(actor); } static void Player_actor_request_proc_index_fromPull(ACTOR* actor, GAME* game, int arg) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; if (arg != 0) { int ftr = player->main_data.pull.ftr_no; int angle = Player_actor_Get_Index_fromAngle(actor->world.angle.y); Player_actor_request_main_hold(game, ftr, angle, &actor->world.position, -12.0f, 1, mPlayer_REQUEST_PRIORITY_22); } } static void Player_actor_main_Pull(ACTOR* actor, GAME* game) { f32 frame_calc; int arg = Player_actor_CulcAnimation_Pull(actor, &frame_calc); Player_actor_Movement_Pull(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_SearchAnimation_Pull(actor, game, frame_calc); Player_actor_recover_lean_angle(actor); Player_actor_set_eye_pattern_normal(actor); Player_actor_ObjCheck_Pull(actor, game); Player_actor_BGcheck_Pull(actor); Player_actor_Item_main(actor, game); Player_actor_request_proc_index_fromPull(actor, game, arg); }