mirror of
https://github.com/ACreTeam/ac-decomp
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41 lines
1.4 KiB
Plaintext
41 lines
1.4 KiB
Plaintext
static int Player_actor_request_main_groundhog(GAME* game, int prio) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_GROUNDHOG, prio)) {
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Player_actor_request_main_index(game, mPlayer_INDEX_GROUNDHOG, prio);
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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 void Player_actor_setup_main_Groundhog(ACTOR* actorx, GAME* game) {
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int anim1_idx;
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int part_table_idx;
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Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_WAIT1, 0.0f, &anim1_idx, &part_table_idx);
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Player_actor_InitAnimation_Base1(actorx, game, mPlayer_ANIM_WAIT1, anim1_idx, 1.0f, 1.0f, 0.5f, 0.0f,
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part_table_idx);
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Player_actor_setup_main_Base(actorx, game);
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}
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static void Player_actor_CulcAnimation_Groundhog(ACTOR* actorx) {
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Player_actor_CulcAnimation_Base(actorx);
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}
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static void Player_actor_ObjCheck_Groundhog(ACTOR* actorx, GAME* game) {
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Player_actor_Excute_Corect_forStand(actorx, game);
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}
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static void Player_actor_BGcheck_Groundhog(ACTOR* actorx) {
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Player_actor_BGcheck_common_type1(actorx);
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}
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static void Player_actor_main_Groundhog(ACTOR* actorx, GAME* game) {
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Player_actor_Reinput_force_position_angle(actorx, game);
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Player_actor_CulcAnimation_Groundhog(actorx);
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Player_actor_recover_lean_angle(actorx);
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Player_actor_set_eye_pattern_normal(actorx);
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Player_actor_ObjCheck_Groundhog(actorx, game);
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Player_actor_BGcheck_Groundhog(actorx);
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Player_actor_Item_main(actorx, game);
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}
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