Files
ac-decomp/src/game/m_player_main_invade.c_inc
T
Luke Street 1b0b96665a Migrate to dtk-template
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
2024-10-28 19:18:21 -06:00

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static int Player_actor_request_main_invade(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INVADE, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_INVADE, priority);
return TRUE;
}
return FALSE;
}
static int Player_actor_request_main_invade_all(GAME* game, int priority) {
return Player_actor_request_main_invade(game, priority) != 0;
}
static void Player_actor_setup_main_Invade(ACTOR* actor, GAME* game) {
int anim_idx;
int part_table_idx;
Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx);
Player_actor_InitAnimation_Base1(actor, game, 0, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Invade(ACTOR* actor) {
Player_actor_Movement_Base_Braking(actor);
}
static void Player_actor_CulcAnimation_Invade(ACTOR* actor) {
f32 frame_calc;
Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_ObjCheck_Invade(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Invade(ACTOR* actor) {
Player_actor_BGcheck_common_type2(actor);
}
static void Player_actor_main_Invade(ACTOR* actor, GAME* game) {
Player_actor_Movement_Invade(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Invade(actor);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Invade(actor, game);
Player_actor_BGcheck_Invade(actor);
Player_actor_Item_main(actor, game);
}