Files
ac-decomp/src/actor/ac_weather.c
T

713 lines
23 KiB
C

#include "ac_weather.h"
#include "ac_weather_fine.h"
#include "ac_weather_rain.h"
#include "ac_weather_snow.h"
#include "ac_weather_sakura.h"
#include "ac_weather_leaf.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "m_field_info.h"
#include "m_malloc.h"
#include "m_player_lib.h"
#include "m_event.h"
#include "libultra/libultra.h"
static void Weather_Actor_ct(ACTOR* actor, GAME* game);
static void Weather_Actor_dt(ACTOR* actor, GAME* game);
static void Weather_Actor_move(ACTOR* actor, GAME* game);
static void Weather_Actor_draw(ACTOR* actor, GAME* game);
static void aWeather_SetNowProfile(ACTOR* actorx, s16 id);
static int aWeather_CountWeatherPrivate(ACTOR* actorx);
static aWeather_Profile_c* profile_tbl[] = {
&iam_weather_fine, &iam_weather_rain, &iam_weather_snow, &iam_weather_sakura, &iam_weather_leaf,
};
ACTOR_PROFILE Weather_Profile = {
mAc_PROFILE_WEATHER,
ACTOR_PART_CONTROL,
ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES | ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(WEATHER_ACTOR),
Weather_Actor_ct,
Weather_Actor_dt,
Weather_Actor_move,
Weather_Actor_draw,
NULL,
};
static void aWeather_SysLevCall_MoveEnd(WEATHER_ACTOR* weather) {
if (weather->basement_event == 1) {
weather->stop_sound_effect = 0;
weather->start_sound_effect = 0;
} else {
if (weather->stop_sound_effect != 0) {
sAdo_SysLevStop(weather->stop_sound_effect);
}
if (weather->start_sound_effect != 0) {
sAdo_SysLevStart(weather->start_sound_effect);
}
weather->stop_sound_effect = 0;
weather->start_sound_effect = 0;
}
}
static void aWeather_SysLevStart(u8 flag) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
weather->start_sound_effect = flag;
}
static void aWeather_SysLevStop(u8 flag) {
int stopFlag = flag;
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
if (weather->start_sound_effect == stopFlag) {
weather->start_sound_effect = 0;
} else {
weather->stop_sound_effect = stopFlag;
}
}
static void aWeather_weatherinfo_CommonSet(s16 type, s16 intensity) {
if (type >= mEnv_WEATHER_LEAVES) {
type = 0;
}
Common_Set(weather, type);
Common_Set(weather_intensity, intensity);
}
static void aWeather_RequestChangeWeather(ACTOR* actor, s16 status, s16 level) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
if (mEnv_ReqeustChangeWeatherEnviroment(weather->current_status, status) != 0) {
if (status != weather->current_status) {
weather->next_status = status;
weather->next_level = level;
weather->request_change = TRUE;
weather->current_aim_level = 0;
} else {
weather->current_aim_level = level;
}
}
}
extern void aWeather_RequestChangeWeatherToIsland() {
aWeather_RequestChangeWeather(Common_Get(clip.weather_clip)->actor, Common_Get(island_weather),
Common_Get(island_weather_intensity));
}
extern void aWeather_RequestChangeWeatherFromIsland() {
aWeather_RequestChangeWeather(Common_Get(clip.weather_clip)->actor, mEnv_SAVE_GET_WEATHER_TYPE(Save_Get(weather)),
mEnv_SAVE_GET_WEATHER_INTENSITY(Save_Get(weather)));
}
static int aWeather_GetWeatherPrvNum(ACTOR* actor) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
aWeather_Priv* priv = weather->priv;
int i;
int num = 0;
for (i = 100; i != 0; i--, priv++, num++) {
if (priv->use == 0) {
return num;
}
}
return -1;
}
static void aWeather_AbolishPrivate(ACTOR* actor, int num) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
aWeather_Priv* priv = weather->priv;
if (priv != NULL) {
priv = &priv[num];
if (priv->use != 0) {
priv->use = 0;
}
}
}
static aWeather_Priv* aWeather_GetWeatherPrv(u8 status, s16 timer, xyz_t* pos, xyz_t* speed, ACTOR* actor, int id) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
aWeather_Priv* priv = weather->priv;
if ((id != -1) && (id < 100)) {
if (priv[id].use == 0) {
priv[id].use = 1;
priv[id].status = status;
priv[id].timer = timer;
priv[id].id = id;
if (pos != NULL) {
priv[id].pos = *pos;
}
if (speed != NULL) {
priv[id].speed = *speed;
}
return &priv[id];
}
return NULL;
}
return NULL;
}
static int aWeather_StopSysLevSE() {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
u8 current = weather->current_sound_effect;
if (weather->sound_flag == 0) {
if (((u8)(current - 7) <= 2U) || (u8)(current - 18) <= 1U || current == 20) {
aWeather_SysLevStop(current);
}
weather->sound_flag = 1;
return 1;
} else {
return 0;
}
}
static int aWeather_StartSysLevSE() {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
u8 current = weather->current_sound_effect;
if (weather->sound_flag == 1) {
if (mEnv_SAVE_GET_WEATHER_TYPE(Save_Get(weather)) == 1) {
switch (mEnv_SAVE_GET_WEATHER_INTENSITY(Save_Get(weather))) {
case 1:
aWeather_SysLevStart(7);
weather->current_sound_effect = 7;
break;
case 2:
aWeather_SysLevStart(8);
weather->current_sound_effect = 8;
break;
case 3:
aWeather_SysLevStart(9);
weather->current_sound_effect = 9;
break;
}
}
weather->sound_flag = 2;
}
return 0;
}
static void aWeather_ChangeWeatherInstance(ACTOR* actorx, s16 status, s16 level) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
weather->next_status = status;
weather->next_level = level;
weather->current_status = status;
weather->current_level = 0;
weather->request_change = TRUE;
if (!aWeather_CountWeatherPrivate(actorx)) {
weather->current_status = weather->next_status;
aWeather_SetNowProfile(actorx, weather->current_status);
aWeather_weatherinfo_CommonSet(weather->current_status, weather->next_level);
weather->current_level = level;
weather->current_aim_level = weather->next_level;
weather->request_change = FALSE;
}
}
static int aWeather_IsLand_Event_Check() {
if (((mFI_CheckBeforeScenePerpetual() != 0) || (mFI_GetClimate() == 1)) &&
(Common_Get(island_weather) != (s16)mEnv_SAVE_GET_WEATHER_TYPE(Save_Get(weather)))) {
return 1;
}
return 0;
}
static int aWeather_Basement_Event_Check(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
if ((weather->basement_event == 1) || (weather->basement_event == 2)) {
return 1;
}
return 0;
}
static void aWeather_ChangeEnvSE(ACTOR* actorx, GAME* game, s16 status, s16 level) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
u8 current = weather->current_sound_effect;
if (weather->sound_flag == 1 || weather->sound_flag == 2)
return;
if (((u8)(current - 7) <= 2U) || (u8)(current - 18) <= 1U || current == 20) {
aWeather_SysLevStop(current);
weather->current_sound_effect = -1000;
}
if (mEv_IsNotTitleDemo()) {
if (Save_Get(scene_no) == SCENE_START_DEMO || Save_Get(scene_no) == SCENE_START_DEMO2 ||
Save_Get(scene_no) == SCENE_START_DEMO3) {
return;
}
if ((status == 1) && (weather->current_sound_effect == -1000)) {
switch (level) {
case 1:
if (mPlib_check_player_open_umbrella(game) != 0) {
aWeather_SysLevStart(0x12);
weather->current_sound_effect = 0x12;
return;
}
aWeather_SysLevStart(7);
weather->current_sound_effect = 7;
break;
case 2:
if (mPlib_check_player_open_umbrella(game) != 0) {
aWeather_SysLevStart(0x13);
weather->current_sound_effect = 0x13;
return;
}
aWeather_SysLevStart(8);
weather->current_sound_effect = 8;
break;
case 3:
if (mPlib_check_player_open_umbrella(game) != 0) {
aWeather_SysLevStart(0x14);
weather->current_sound_effect = 0x14;
return;
}
aWeather_SysLevStart(9);
weather->current_sound_effect = 9;
break;
}
}
}
}
static void aWeather_EndEnvSE(ACTOR* actor) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
u8 current = weather->current_sound_effect;
if ((sAdo_GameframeEnd_Check() == 1) ||
((sAdo_GameframeEnd_Check() == 2) &&
((aWeather_IsLand_Event_Check() != 0) || (aWeather_Basement_Event_Check(actor) != 0)))) {
if (((u8)(current - 7) <= 2) || ((u8)(current - 0x12) <= 1) || (u8)(current == 0x14)) {
aWeather_SysLevStop(current);
weather->current_sound_effect = -1000;
Common_Set(current_sound_effect, -1000);
}
} else if (sAdo_GameframeEnd_Check() == 2) {
Common_Set(current_sound_effect, weather->current_sound_effect);
}
aWeather_SysLevCall_MoveEnd(weather);
}
static void aWeather_SetNowProfile(ACTOR* actorx, s16 id) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
if (!mFI_GET_TYPE(mFI_GetFieldId())) {
weather->current_profile = profile_tbl[id];
} else {
weather->current_profile = NULL;
}
}
static void aWeather_SecureWeatherPrivateWork(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
int i;
weather->priv = zelda_malloc(sizeof(aWeather_Priv) * 100);
if (weather->priv != NULL) {
for (i = 0; i < 100; i++) {
bzero(&weather->priv[i], sizeof(aWeather_Priv));
}
}
}
static void aWeather_SetClip(ACTOR* actorx, int flag) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
aWeather_Clip_c* clip;
if (flag != 0) {
Common_Set(clip.weather_clip, NULL);
} else {
clip = &weather->clip;
clip->actor = actorx;
clip->change_weather = aWeather_RequestChangeWeather;
clip->get_priv_num = aWeather_GetWeatherPrvNum;
clip->remove_priv = aWeather_AbolishPrivate;
clip->get_priv = aWeather_GetWeatherPrv;
clip->stop_sound = aWeather_StopSysLevSE;
clip->start_sound = aWeather_StartSysLevSE;
clip->change_weather_instance = aWeather_ChangeWeatherInstance;
Common_Set(clip.weather_clip, clip);
}
}
static void aWeather_RenewWindInfo(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
s_xyz pos = Common_Get(wind); // multiply by 1 means inline ?
f32 speed = Common_Get(wind_speed) * 0.01f;
f32 factor = 1.0f;
weather->wind_info.x = pos.x * speed * factor;
weather->wind_info.y = pos.y * speed * factor;
weather->wind_info.z = pos.z * speed * factor;
}
static void aWeather_SnowInAdvance(ACTOR* actorx, GAME* game, int moves) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
int i;
for (i = 0; i < moves; i++) {
Weather_Actor_move(actorx, game);
}
}
static void Weather_Actor_ct(ACTOR* actor, GAME* game) {
static s16 DemoWeatherTbl[5][2] = {
3, 1, 1, 2, 0, 0, 0, 0, 2, 1,
};
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
int cur;
xyz_t* pos = Camera2_getCenterPos_p();
aWeather_SetClip(actor, 0);
if (mEv_IsTitleDemo()) {
cur = mEv_CheckTitleDemo() - mEv_TITLEDEMO_START1;
weather->current_status = DemoWeatherTbl[cur][0];
weather->next_status = DemoWeatherTbl[cur][0];
weather->current_level = DemoWeatherTbl[cur][1];
weather->current_aim_level = DemoWeatherTbl[cur][1];
} else if (mFI_GetClimate() == mFI_CLIMATE_ISLAND) {
weather->current_status = Common_Get(island_weather);
weather->next_status = Common_Get(island_weather);
weather->current_level = Common_Get(island_weather_intensity);
weather->current_aim_level = Common_Get(island_weather_intensity);
} else {
weather->current_status = mEnv_SAVE_GET_WEATHER_TYPE(Save_Get(weather));
weather->next_status = weather->current_status;
weather->current_level = mEnv_SAVE_GET_WEATHER_INTENSITY(Save_Get(weather));
weather->current_aim_level = Common_Get(weather_intensity);
}
weather->ptr = NULL;
weather->priv = NULL;
weather->request_change = FALSE;
weather->pos = *pos;
weather->timer = 0;
weather->timer2 = 0;
weather->lightning_timer = 0;
weather->lightning_timer2 = 30;
weather->sound_flag = 0;
aWeather_RenewWindInfo(actor);
if (!mFI_GET_TYPE(mFI_GetFieldId())) {
aWeather_SecureWeatherPrivateWork(actor);
}
aWeather_SetNowProfile(actor, weather->current_status);
if ((weather->current_status == 2) || (weather->current_status == 3)) {
weather->pos.y -= 50.0f;
aWeather_SnowInAdvance(actor, game, 0x28);
weather->pos.y += 50.0f;
}
weather->stop_sound_effect = 0;
weather->start_sound_effect = 0;
if ((Save_Get(scene_no) == SCENE_MY_ROOM_BASEMENT_S) || ((Save_Get(scene_no) - SCENE_MY_ROOM_BASEMENT_M) <= 1U) ||
(Save_Get(scene_no) == SCENE_MY_ROOM_BASEMENT_LL1)) {
weather->basement_event = 1;
} else if (((Common_Get(last_scene_no) == SCENE_MY_ROOM_BASEMENT_S) ||
((Common_Get(last_scene_no) - SCENE_MY_ROOM_BASEMENT_M) <= 1U) ||
(Common_Get(last_scene_no) == SCENE_MY_ROOM_BASEMENT_LL1)) &&
(play->fb_wipe_type == WIPE_TYPE_EVENT)) {
weather->basement_event = 2;
} else {
weather->basement_event = 0;
}
if ((play->fb_wipe_type == WIPE_TYPE_EVENT) && (aWeather_IsLand_Event_Check() == 0) &&
(aWeather_Basement_Event_Check(actor) == 0)) {
weather->current_sound_effect = Common_Get(current_sound_effect);
} else {
weather->current_sound_effect = -1000;
aWeather_ChangeEnvSE(actor, game, weather->current_status, weather->current_level);
aWeather_SysLevCall_MoveEnd(weather);
}
}
static void Weather_Actor_dt(ACTOR* actor, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
if (weather->priv != NULL) {
zelda_free(weather->priv);
}
aWeather_SetClip(actor, 1);
}
static void aWeather_DrawWeatherPrv(ACTOR* actor, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
aWeather_Priv* priv = weather->priv;
aWeather_Profile_c* profile;
int i;
_texture_z_light_fog_prim_xlu(game->graph);
if ((weather->current_profile != NULL) && (priv != NULL)) {
if (weather->current_profile->set != NULL) {
weather->current_profile->set(game);
}
if (weather->current_profile->draw != NULL) {
for (i = 0; i < 100; i++, priv++) {
if (priv->use != 0) {
weather->current_profile->draw(priv, game);
}
}
}
}
}
static void Weather_Actor_draw(ACTOR* actor, GAME* game) {
aWeather_DrawWeatherPrv(actor, game);
}
static void aWeather_MakeWeatherPrv(ACTOR* actor, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
if (weather->current_level != 0) {
if (weather->current_profile != NULL) {
if (weather->current_profile->make != NULL) {
weather->current_profile->make(actor, game);
}
}
}
}
static void aWeather_MoveWeatherPrv(ACTOR* actorx, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
aWeather_Priv* priv;
int i;
priv = weather->priv;
if ((weather->current_profile != NULL) && (priv != NULL) && (weather->current_profile->move != NULL)) {
for (i = 0; i < 100; i++, priv++) {
if (priv->use != 0) {
weather->current_profile->move(priv, game);
if (priv->timer != -100) {
priv->timer--;
if (priv->timer <= 0) {
aWeather_AbolishPrivate(actorx, i);
}
}
}
}
}
}
static int aWeather_CountWeatherPrivate(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
int i;
int count;
aWeather_Priv* priv = weather->priv;
count = 0;
for (i = 0; i < 100; i++, priv++) {
if (priv->use != 0) {
count++;
}
}
return count;
}
static void aWeather_ChangeWeather(ACTOR* actorx, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
if ((weather->request_change == TRUE) && (weather->current_level == 0)) {
if (mFI_GET_TYPE(mFI_GetFieldId())) {
weather->current_status = weather->next_status;
aWeather_weatherinfo_CommonSet(weather->current_status, weather->next_level);
weather->current_level = 1;
weather->current_aim_level = weather->next_level;
aWeather_ChangeEnvSE(actorx, game, weather->current_status, weather->current_level);
weather->request_change = FALSE;
} else if (aWeather_CountWeatherPrivate(actorx) == 0) {
weather->current_status = weather->next_status;
aWeather_SetNowProfile(actorx, weather->current_status);
aWeather_weatherinfo_CommonSet(weather->current_status, weather->next_level);
weather->current_level = 1;
weather->current_aim_level = weather->next_level;
aWeather_ChangeEnvSE(actorx, game, weather->current_status, weather->current_level);
weather->request_change = FALSE;
}
}
}
static void aWeather_CheckWeatherTimer(ACTOR* actorx) {
s_xyz dir;
mEnv_DecideWindDirect(&dir, 0x3000, 0x3000);
}
static void aWeather_RenewWeatherLevel(ACTOR* actorx, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
s16 level;
if (weather->current_level != weather->current_aim_level) {
weather->counter++;
if (weather->counter >= 180) {
weather->counter = 0;
level = weather->current_level;
if (weather->current_aim_level < level)
weather->current_level--;
else
weather->current_level++;
aWeather_ChangeEnvSE(actorx, game, weather->current_status, weather->current_level);
}
}
}
static void aWeather_ChangeWeatherTime0(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
s16 rndWeather, rndIntensity;
s16 evWeather, evIntensity;
s16 save_weather;
if (mEv_IsNotTitleDemo()) {
if ((Save_Get(scene_no) == SCENE_START_DEMO) || (Save_Get(scene_no) == SCENE_START_DEMO2) ||
Save_Get(scene_no) == SCENE_START_DEMO3) {
return;
}
if (!(mFI_CheckPlayerBlockInfo() & 0x400000) && (mTM_check_renew_time(0) != 0)) {
mEnv_RandomWeather(&rndWeather, &rndIntensity);
mEv_GetEventWeather(&evWeather, &evIntensity);
if (evWeather != -1) {
rndWeather = evWeather;
rndIntensity = evIntensity;
}
if ((mEv_CheckRealArbeit() == TRUE) && (rndWeather == mEnv_WEATHER_RAIN)) {
rndWeather = mEnv_WEATHER_CLEAR;
rndIntensity = mEnv_WEATHER_INTENSITY_NONE;
}
mTM_off_renew_time(0);
save_weather = mEnv_SAVE_GET_WEATHER_TYPE(Save_Get(weather));
if (rndWeather == mEnv_WEATHER_CLEAR || rndWeather == mEnv_WEATHER_SAKURA) {
if (save_weather == mEnv_WEATHER_SNOW || save_weather == mEnv_WEATHER_RAIN) {
mEnv_PreRainNowFine_Init();
}
}
Save_Set(weather, rndIntensity | (rndWeather * 16));
if (((mEv_CheckTitleDemo() != mEv_TITLEDEMO_STAFFROLL) || (weather->sound_flag != 1)) && (mFI_CheckInIsland() == 0)) {
aWeather_RequestChangeWeather(actorx, rndWeather, rndIntensity);
}
Common_Set(weather_time, Common_Get(time.rtc_time));
}
}
}
static void aWeather_MakeKaminari(ACTOR* actorx) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actorx;
lbRTC_time_c time = Common_Get(time.rtc_time);
u8 month = time.month;
s16 timer;
if ((weather->basement_event != 1)) {
if ((Save_Get(scene_no) == SCENE_START_DEMO) || (Save_Get(scene_no) == SCENE_START_DEMO2) ||
Save_Get(scene_no) == SCENE_START_DEMO3) {
return;
}
if ((month >= lbRTC_JUNE) && (month <= lbRTC_AUGUST) && (weather->current_status == 1) &&
(weather->current_level == 3)) {
timer = weather->lightning_timer % 1000;
if (((timer == weather->lightning_timer2) || (timer == (weather->lightning_timer2 + 20))) &&
(Common_Get(clip.effect_clip) != NULL) && ((Save_Get(scene_no) - SCENE_MY_ROOM_BASEMENT_S) > 3U) &&
((Save_Get(scene_no) - SCENE_MUSEUM_ROOM_PAINTING) > 1U) &&
(Save_Get(scene_no) != SCENE_MUSEUM_ROOM_FISH)) {
rgba_t kaminari_color = { 70, 70, 160, 255 };
Common_Get(clip.effect_clip)->regist_effect_light(kaminari_color, 2, 35, FALSE);
}
if (timer == (weather->lightning_timer2 + 65)) {
sAdo_SysTrgStart(0x424);
weather->lightning_timer2 = (100.0f + (RANDOM_F(500.0f)));
}
weather->lightning_timer++;
}
}
}
static void Weather_Actor_move(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
xyz_t* pos;
Camera2* camera;
s16 angle;
s16 umbrella;
pos = Camera2_getCenterPos_p();
camera = &play->camera;
angle = search_position_angleY(&camera->lookat.center, &camera->lookat.eye);
aWeather_MakeKaminari(actor);
aWeather_CheckWeatherTimer(actor);
aWeather_MakeWeatherPrv(actor, game);
aWeather_RenewWeatherLevel(actor, game);
aWeather_MoveWeatherPrv(actor, game);
aWeather_ChangeWeather(actor, game);
weather->pos = *pos;
aWeather_ChangeWeatherTime0(actor);
if (Common_Get(weather) == 1) {
umbrella = mPlib_check_player_open_umbrella(game);
if (umbrella != weather->umbrella_flag) {
aWeather_ChangeEnvSE(actor, game, weather->current_status, weather->current_level);
}
weather->umbrella_flag = umbrella;
weather->current_yAngle = angle;
}
if (weather->sound_flag == 2) {
weather->sound_flag = 0;
}
aWeather_EndEnvSE(actor);
}
extern int aWeather_ChangingWeather() {
if (Common_Get(clip.weather_clip) != NULL) {
if (Common_Get(clip.weather_clip->actor) != NULL) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip).weather_clip->actor;
return weather->request_change == TRUE;
}
}
return FALSE;
}