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https://github.com/ACreTeam/ac-decomp
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31 lines
1.2 KiB
Plaintext
31 lines
1.2 KiB
Plaintext
static void aKOI_wait(STRUCTURE_ACTOR* actorx, GAME_PLAY* play) {
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}
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static void aKOI_setup_action(KOINOBORI_ACTOR* koinobori, int action) {
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static aSTR_MOVE_PROC process[8] = { &aKOI_wait, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
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cKF_SkeletonInfo_R_init(&koinobori->structure_class.keyframe, koinobori->structure_class.keyframe.skeleton,
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&cKF_ba_r_obj_e_koinobori, 1.0f, 1.0f, 1.0f, 0.5f, 0.0f, TRUE, NULL);
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koinobori->structure_class.action_proc = process[action];
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koinobori->structure_class.action = action;
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}
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static void aKOI_actor_move(ACTOR* actor, GAME* game) {
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GAME_PLAY* game_play = (GAME_PLAY*)game;
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KOINOBORI_ACTOR* koinobori = (KOINOBORI_ACTOR*)actor;
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GET_PLAYER_ACTOR(game_play);
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cKF_SkeletonInfo_R_play(&koinobori->structure_class.keyframe);
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koinobori->structure_class.action_proc(&koinobori->structure_class, game_play);
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sAdo_OngenPos((u32)actor, 0x35, &actor->world.position);
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}
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static void aKOI_actor_init(ACTOR* actor, GAME* game) {
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xyz_t pos = actor->home.position;
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mFI_SetFG_common(DUMMY_KOINOBORI, pos, FALSE);
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aKOI_actor_move(actor, game);
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actor->mv_proc = aKOI_actor_move;
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}
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