mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-19 14:30:33 -04:00
1b0b96665a
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
static int Player_actor_request_main_invade(GAME* game, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INVADE, priority)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_INVADE, priority);
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return TRUE;
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}
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return FALSE;
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}
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static int Player_actor_request_main_invade_all(GAME* game, int priority) {
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return Player_actor_request_main_invade(game, priority) != 0;
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}
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static void Player_actor_setup_main_Invade(ACTOR* actor, GAME* game) {
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int anim_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx);
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Player_actor_InitAnimation_Base1(actor, game, 0, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_Movement_Invade(ACTOR* actor) {
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Player_actor_Movement_Base_Braking(actor);
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}
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static void Player_actor_CulcAnimation_Invade(ACTOR* actor) {
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f32 frame_calc;
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Player_actor_CulcAnimation_Base2(actor, &frame_calc);
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}
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static void Player_actor_ObjCheck_Invade(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Invade(ACTOR* actor) {
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Player_actor_BGcheck_common_type2(actor);
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}
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static void Player_actor_main_Invade(ACTOR* actor, GAME* game) {
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Player_actor_Movement_Invade(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Invade(actor);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Invade(actor, game);
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Player_actor_BGcheck_Invade(actor);
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Player_actor_Item_main(actor, game);
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}
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