mirror of
https://github.com/ACreTeam/ac-decomp
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62 lines
1.8 KiB
C
62 lines
1.8 KiB
C
#include "ac_train1.h"
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#include "ac_train0.h"
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#include "graph.h"
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#include "m_name_table.h"
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#include "m_rcp.h"
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#include "m_player.h"
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#include "m_player_lib.h"
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#include "sys_math3d.h"
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#include "m_common_data.h"
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#include "m_field_info.h"
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#include "m_event.h"
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static void aTR1_actor_ct(ACTOR* actor, GAME* game);
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static void aTR1_actor_dt(ACTOR* actor, GAME* game);
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static void aTR1_actor_move(ACTOR* actor, GAME* game);
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static void aTR1_actor_draw(ACTOR* actor, GAME* game);
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ACTOR_PROFILE Train1_Profile = {
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mAc_PROFILE_TRAIN1,
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ACTOR_PART_ITEM,
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ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES | ACTOR_STATE_TA_SET | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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TRAIN1,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(TRAIN1_ACTOR),
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&aTR1_actor_ct,
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&aTR1_actor_dt,
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&aTR1_actor_move,
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&aTR1_actor_draw,
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NULL,
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};
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extern cKF_Skeleton_R_c cKF_bs_r_obj_train1_3;
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extern cKF_Animation_R_c cKF_ba_r_obj_train1_3_open;
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extern cKF_Animation_R_c cKF_ba_r_obj_train1_3_close;
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static void aTR1_setupAction(TRAIN1_ACTOR*, int);
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static void aTR1_actor_ct(ACTOR* actor, GAME* game) {
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TRAIN1_ACTOR* train1 = (TRAIN1_ACTOR*)actor;
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cKF_SkeletonInfo_R_ct(&train1->keyframe, &cKF_bs_r_obj_train1_3, NULL, train1->work_area, train1->morph_area);
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aTR1_setupAction(train1, 5);
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train1->keyframe_state = cKF_SkeletonInfo_R_play(&train1->keyframe);
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actor->world.angle.y = DEG2SHORT_ANGLE2(90.0f);
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train1->arg0_f = 1.0f;
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}
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static void aTR1_actor_dt(ACTOR* actor, GAME* game) {
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TRAIN1_ACTOR* train1 = (TRAIN1_ACTOR*)actor;
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xyz_t tr_home_pos;
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tr_home_pos = train1->actor_class.home.position;
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mFI_SetFG_common(EMPTY_NO, tr_home_pos, FALSE);
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cKF_SkeletonInfo_R_dt(&train1->keyframe);
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}
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#include "../src/actor/ac_train1_move.c_inc"
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#include "../src/actor/ac_train1_draw.c_inc"
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