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Implement dCom attention inlines
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+13
-8
@@ -1,7 +1,6 @@
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#ifndef D_D_ATTENTION_H
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#define D_D_ATTENTION_H
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#include "SSystem/SComponent/c_angle.h"
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#include "m_Do/m_Do_ext.h"
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class fopAc_ac_c;
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@@ -171,15 +170,28 @@ public:
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void setFlag(u32 flag) { mFlags |= flag; }
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void clrFlag(u32 flag) { mFlags &= ~flag; }
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bool Lockon() { return LockonTruth() || chkFlag(0x20000000); } // regswap
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void offAleart() {
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setFlag(0x80000000);
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}
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void revivalAleart() {
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clrFlag(0x80000000);
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}
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void CatchRequest(fopAc_ac_c* param_0, u8 param_1, f32 param_2, f32 param_3,
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f32 param_4, s16 param_5, int param_6) {
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mCatch.request(param_0, param_1, param_2, param_3, param_4, param_5, param_6);
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}
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u8 getCatchChgItem() { return mCatch.getChangeItem(); }
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fopAc_ac_c* getCatghTarget() { return mCatch.getCatghTarget(); }
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fopAc_ac_c* getLookTarget() { return mLook[0].convPId(mLook[0].getLookTarget()); }
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fopAc_ac_c* getLook2Target() { return mLook[1].convPId(mLook[1].getLookTarget()); }
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fopAc_ac_c* getZHintTarget() { return mHint.getZHintTarget(); }
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int ZHintRequest(fopAc_ac_c* param_1, int param_2) {
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return mHint.request(param_1, param_2);
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}
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static s32 loc_type_num;
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static u32 act_type_num;
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static struct LocTbl {
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@@ -201,15 +213,8 @@ public:
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void LockEdge() {}
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void changeOwner() {}
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void chkEnemySound() {}
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u8 getCatchChgItem() { return mCatch.getChangeItem(); }
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void getCatghTarget() {}
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void offAleart() {}
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void revivalAleart() {
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clrFlag(0x80000000);
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}
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void LookRequest(fopAc_ac_c*, f32, f32, f32, s16, int) {}
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void Look2RequestF(fopAc_ac_c*, s16, int) {}
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void ZHintRequest(fopAc_ac_c*, int) {}
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public:
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/* 0x000 */ daPy_lk_c* mpPlayer;
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+48
-12
@@ -2135,14 +2135,6 @@ inline dVibration_c& dComIfGp_getVibration() {
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return g_dComIfG_gameInfo.play.getVibration();
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}
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inline dAttention_c& dComIfGp_getAttention() {
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return g_dComIfG_gameInfo.play.getAttention();
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}
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inline void dComIfGp_att_revivalAleart() {
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return dComIfGp_getAttention().revivalAleart();
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}
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inline dDetect_c& dComIfGp_getDetect() {
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return g_dComIfG_gameInfo.play.getDetect();
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}
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@@ -3494,14 +3486,58 @@ inline s32 dComIfGp_particle_checkAtrCodeEffect(int code) { return g_dComIfG_gam
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* === ATTENTION ===
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*/
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inline dAttention_c& dComIfGp_getAttention() {
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return g_dComIfG_gameInfo.play.getAttention();
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}
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inline void dComIfGp_att_revivalAleart() {
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dComIfGp_getAttention().revivalAleart();
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}
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inline void dComIfGp_att_offAleart() {
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dComIfGp_getAttention().offAleart();
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}
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inline int dComIfGp_att_ZHintRequest(fopAc_ac_c* param_1, int param_2) {
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return dComIfGp_getAttention().ZHintRequest(param_1, param_2);
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}
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inline void dComIfGp_att_LookRequest(fopAc_ac_c* param_0, f32 i_horizontalDist, f32 i_upDist,
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f32 i_downDist, s16 i_angle, int param_5) {
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dComIfGp_getAttention().LookRequest(param_0, i_horizontalDist, i_upDist, i_downDist, i_angle, param_5);
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}
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inline void dComIfGp_att_Look2RequestF(fopAc_ac_c* param_0, s16 param_1, int param_2) {
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dComIfGp_getAttention().Look2RequestF(param_0, param_1, param_2);
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}
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inline void dComIfGp_att_CatchRequest(fopAc_ac_c* param_0, u8 param_1, f32 param_2, f32 param_3,
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f32 param_4, s16 param_5, s32 param_6) {
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dAttention_c& attention = g_dComIfG_gameInfo.play.getAttention();
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attention.CatchRequest(param_0, param_1, param_2, param_3, param_4,param_5, param_6);
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f32 param_4, s16 param_5, int param_6) {
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dComIfGp_getAttention().CatchRequest(param_0, param_1, param_2, param_3, param_4,param_5, param_6);
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}
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inline u8 dComIfGp_att_getCatchChgItem() {
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return g_dComIfG_gameInfo.play.getAttention().getCatchChgItem();
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return dComIfGp_getAttention().getCatchChgItem();
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}
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inline fopAc_ac_c* dComIfGp_att_getCatghTarget() {
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return dComIfGp_getAttention().getCatghTarget();
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}
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inline void dComIfGp_att_ChangeOwner() {
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dComIfGp_getAttention().setFlag(0x80);
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}
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inline fopAc_ac_c* dComIfGp_att_getLookTarget() {
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return dComIfGp_getAttention().getLookTarget();
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}
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inline fopAc_ac_c* dComIfGp_att_getZHint() {
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return dComIfGp_getAttention().getZHintTarget();
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}
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inline void dComIfGp_att_chkEnemySound() {
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return dComIfGp_getAttention().chkEnemySound();
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}
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/**
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