end naming m463, start naming board/start.c
This commit is contained in:
parent
ea1d89dbde
commit
0a532e744f
1 changed files with 149 additions and 149 deletions
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@ -25,9 +25,9 @@
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typedef struct {
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struct {
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u8 unk00_field0 : 1;
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u8 unk00_field1 : 3;
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u8 unk00_field2 : 2;
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u8 isBoardVisible : 1;
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u8 state : 3;
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u8 index : 2;
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u8 unk00_field3 : 1;
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u8 unk00_field4 : 1;
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};
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@ -134,7 +134,7 @@ static void DestroyStart(void) {
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}
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static void ExecStart(void) {
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Vec sp8;
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Vec pos;
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s32 i;
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BoardCameraNearFarSet(100.0f, 23000.0f);
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@ -180,8 +180,8 @@ static void ExecStart(void) {
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for (i = 0; i < 4; i++) {
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BoardPlayerCornerPosSet(i);
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}
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BoardSpacePosGet(0, GWPlayer->space_curr, &sp8);
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BoardPlayerPosSetV(0, &sp8);
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BoardSpacePosGet(0, GWPlayer->space_curr, &pos);
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BoardPlayerPosSetV(0, &pos);
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BoardCameraMoveSet(0);
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BoardCameraViewSet(2);
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BoardCameraMotionWait();
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@ -225,10 +225,10 @@ static void ExecStart(void) {
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}
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static void ShowLogo(void) {
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float temp_f28;
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float var_f27;
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s16 spA;
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s16 sp8;
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float scale;
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float angleF;
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s16 angleS;
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s16 anglePosY;
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logoSprGrp = HuSprGrpCreate(1);
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BoardSpriteCreate(logoSprTbl[GWBoardGet()], 1000, 0, &logoSpr);
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@ -237,26 +237,26 @@ static void ShowLogo(void) {
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HuSprAttrSet(logoSprGrp, 0, 8);
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HuSprScaleSet(logoSprGrp, 0, 0.01f, 0.01f);
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HuSprGrpPosSet(logoSprGrp, 288.0f, 240.0f);
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for (spA = 0; spA < 90; spA += 4) {
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OSs16tof32(&spA, &var_f27);
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temp_f28 = sind(var_f27);
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HuSprScaleSet(logoSprGrp, 0, temp_f28, temp_f28);
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for (angleS = 0; angleS < 90; angleS += 4) {
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OSs16tof32(&angleS, &angleF);
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scale = sind(angleF);
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HuSprScaleSet(logoSprGrp, 0, scale, scale);
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HuPrcVSleep();
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}
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HuSprScaleSet(logoSprGrp, 0, 1.0f, 1.0f);
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for (spA = 0; spA < 540; spA += 4) {
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sp8 = spA % 180;
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OSs16tof32(&sp8, &var_f27);
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temp_f28 = 1.0 + 0.7f * sind(var_f27);
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HuSprScaleSet(logoSprGrp, 0, temp_f28, temp_f28);
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for (angleS = 0; angleS < 540; angleS += 4) {
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anglePosY = angleS % 180;
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OSs16tof32(&anglePosY, &angleF);
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scale = 1.0 + 0.7f * sind(angleF);
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HuSprScaleSet(logoSprGrp, 0, scale, scale);
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HuPrcVSleep();
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}
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HuSprScaleSet(logoSprGrp, 0, 1.0f, 1.0f);
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HuPrcSleep(0x78);
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for (spA = 0; spA < 90; spA += 4) {
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OSs16tof32(&spA, &var_f27);
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temp_f28 = cosd(var_f27);
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HuSprScaleSet(logoSprGrp, 0, temp_f28, temp_f28);
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for (angleS = 0; angleS < 90; angleS += 4) {
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OSs16tof32(&angleS, &angleF);
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scale = cosd(angleF);
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HuSprScaleSet(logoSprGrp, 0, scale, scale);
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HuPrcVSleep();
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}
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HuSprGrpKill(logoSprGrp);
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@ -264,75 +264,75 @@ static void ShowLogo(void) {
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}
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static void FocusStart(void) {
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Vec sp2C;
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Vec boardPos;
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Vec sp20;
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Vec sp14;
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Vec sp8;
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float var_f31;
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u32 var_r31;
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Vec camRot;
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float zoom;
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u32 i;
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for (var_f31 = 14000.0f; var_f31 >= 2000.0f; var_f31 -= 50.0f) {
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BoardCameraZoomSet(var_f31);
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for (zoom = 14000.0f; zoom >= 2000.0f; zoom -= 50.0f) {
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BoardCameraZoomSet(zoom);
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HuPrcVSleep();
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}
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BoardCameraZoomSet(2000.0f);
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BoardModelPosGet(camFocus, &sp2C);
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BoardModelPosGet(camFocus, &boardPos);
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sp20.x = spacePos.x + 150.0f;
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sp20.y = spacePos.y + 100.0f;
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sp20.z = spacePos.z + 150.0f;
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VECSubtract(&sp20, &sp2C, &sp14);
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VECSubtract(&sp20, &boardPos, &sp14);
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sp14.x /= 120.0f;
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sp14.y /= 120.0f;
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sp14.z /= 120.0f;
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HuAudSStreamFadeOut(streamStatus, 0x1388);
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for (var_r31 = 0; var_r31 < 120; var_r31++) {
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VECAdd(&sp14, &sp2C, &sp2C);
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BoardModelPosSetV(camFocus, &sp2C);
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for (i = 0; i < 120; i++) {
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VECAdd(&sp14, &boardPos, &boardPos);
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BoardModelPosSetV(camFocus, &boardPos);
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HuPrcVSleep();
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}
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BoardModelPosSetV(camFocus, &sp20);
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sp8.x = -22.0f;
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sp8.y = 0.0f;
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sp8.z = 0.0f;
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BoardCameraMotionStartEx(camFocus, &sp8, NULL, 1500.0f, -1.0f, 21);
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camRot.x = -22.0f;
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camRot.y = 0.0f;
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camRot.z = 0.0f;
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BoardCameraMotionStartEx(camFocus, &camRot, NULL, 1500.0f, -1.0f, 21);
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}
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static void CreatePlayerStart(void) {
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Vec spC;
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Vec boardPos;
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float temp_f30;
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omObjData *var_r29;
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PlayerStartWork *var_r30;
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omObjData *boardObj;
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PlayerStartWork *boardData;
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s8 i;
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BoardModelPosGet(camFocus, &spC);
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BoardModelPosGet(camFocus, &boardPos);
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for (i = 0; i < 4; i++) {
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playerOrderOld[i] = i;
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var_r29 = omAddObjEx(boardObjMan, 0x100, 0, 0, -1, ExecPlayerStart);
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playerStartObj[i] = var_r29;
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var_r30 = OM_GET_WORK_PTR(var_r29, PlayerStartWork);
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var_r30->unk00_field0 = 0;
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var_r30->unk00_field2 = i;
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var_r30->unk03 = -1;
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var_r30->unk0A = -1;
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var_r30->unk0C = -1;
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var_r30->unk00_field1 = 1;
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var_r30->unk01 = i * 30;
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var_r30->unk00_field3 = 0;
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var_r30->unk00_field4 = 0;
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var_r30->unk06 = 2;
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var_r30->unk04 = 1;
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var_r30->unk0E = 0x3C;
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var_r30->unk08 = BoardModelCreate(DATA_MAKE_NUM(DATADIR_BOARD, 0x18), NULL, 0);
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BoardModelVisibilitySet(var_r30->unk08, 0);
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BoardModelMotionSpeedSet(var_r30->unk08, 0.0f);
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boardObj = omAddObjEx(boardObjMan, 0x100, 0, 0, -1, ExecPlayerStart);
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playerStartObj[i] = boardObj;
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boardData = OM_GET_WORK_PTR(boardObj, PlayerStartWork);
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boardData->isBoardVisible = 0;
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boardData->index = i;
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boardData->unk03 = -1;
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boardData->unk0A = -1;
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boardData->unk0C = -1;
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boardData->state = 1;
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boardData->unk01 = i * 30;
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boardData->unk00_field3 = 0;
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boardData->unk00_field4 = 0;
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boardData->unk06 = 2;
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boardData->unk04 = 1;
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boardData->unk0E = 0x3C;
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boardData->unk08 = BoardModelCreate(DATA_MAKE_NUM(DATADIR_BOARD, 0x18), NULL, 0);
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BoardModelVisibilitySet(boardData->unk08, 0);
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BoardModelMotionSpeedSet(boardData->unk08, 0.0f);
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OSs8tof32(&i, &temp_f30);
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temp_f30 = 135.0f * (temp_f30 - 2.0f + 0.5f);
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BoardModelVisibilitySet(BoardPlayerModelGet(playerOrderOld[var_r30->unk00_field2]), 1);
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var_r29->trans.x = spC.x + temp_f30;
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var_r29->trans.y = spC.y + 700.0f;
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var_r29->trans.z = spC.z + 100.0f;
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BoardPlayerPosSet(playerOrderOld[var_r30->unk00_field2], var_r29->trans.x, var_r29->trans.y, var_r29->trans.z);
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BoardPlayerMotionShiftSet(playerOrderOld[var_r30->unk00_field2], 4, 10.0f, 1.0f, HU3D_MOTATTR_NONE);
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BoardModelVisibilitySet(BoardPlayerModelGet(playerOrderOld[boardData->index]), 1);
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boardObj->trans.x = boardPos.x + temp_f30;
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boardObj->trans.y = boardPos.y + 700.0f;
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boardObj->trans.z = boardPos.z + 100.0f;
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BoardPlayerPosSet(playerOrderOld[boardData->index], boardObj->trans.x, boardObj->trans.y, boardObj->trans.z);
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BoardPlayerMotionShiftSet(playerOrderOld[boardData->index], 4, 10.0f, 1.0f, HU3D_MOTATTR_NONE);
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}
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if (!_CheckFlag(FLAG_ID_MAKE(1, 11))) {
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BoardMusStart(0, 0xC, 0x7F, 0);
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@ -342,107 +342,107 @@ static void CreatePlayerStart(void) {
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}
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}
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static void ExecPlayerStart(omObjData *arg0) {
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PlayerStartWork *temp_r31 = OM_GET_WORK_PTR(arg0, PlayerStartWork);
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static void ExecPlayerStart(omObjData *object) {
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PlayerStartWork *data = OM_GET_WORK_PTR(object, PlayerStartWork);
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if (temp_r31->unk00_field0 != 0 || BoardIsKill()) {
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if (hitFX[temp_r31->unk00_field2] != -1) {
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HuAudFXStop(hitFX[temp_r31->unk00_field2]);
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hitFX[temp_r31->unk00_field2] = -1;
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if (data->isBoardVisible != 0 || BoardIsKill()) {
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if (hitFX[data->index] != -1) {
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HuAudFXStop(hitFX[data->index]);
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hitFX[data->index] = -1;
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}
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playerStartObj[temp_r31->unk00_field2] = NULL;
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omDelObjEx(HuPrcCurrentGet(), arg0);
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playerStartObj[data->index] = NULL;
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omDelObjEx(HuPrcCurrentGet(), object);
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return;
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}
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if (temp_r31->unk01 != 0) {
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temp_r31->unk01--;
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if (data->unk01 != 0) {
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data->unk01--;
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return;
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}
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switch (temp_r31->unk00_field1) {
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switch (data->state) {
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case 0:
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break;
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case 1:
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PlayerFall(arg0, temp_r31);
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PlayerFall(object, data);
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break;
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case 2:
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PlayerWaitSpeak(arg0, temp_r31);
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PlayerWaitSpeak(object, data);
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break;
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case 3:
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PlayerDiceFall(arg0, temp_r31);
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PlayerDiceFall(object, data);
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break;
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case 4:
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PlayerDiceRoll(arg0, temp_r31);
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PlayerDiceRoll(object, data);
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break;
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case 5:
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PlayerDiceNumShow(arg0, temp_r31);
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PlayerDiceNumShow(object, data);
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break;
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case 6:
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PlayerDiceNumHide(arg0, temp_r31);
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PlayerDiceNumHide(object, data);
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break;
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}
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}
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static void PlayerFall(omObjData *arg0, PlayerStartWork *arg1) {
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static void PlayerFall(omObjData *object, PlayerStartWork *data) {
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float temp_f31;
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if (arg1->unk00_field3 != 0) {
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SetPlayerStartState(playerOrderOld[arg1->unk00_field2], 0);
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BoardPlayerIdleSet(playerOrderOld[arg1->unk00_field2]);
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if (_CheckFlag(FLAG_ID_MAKE(1, 11)) && arg1->unk00_field2 == 3) {
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if (data->unk00_field3 != 0) {
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SetPlayerStartState(playerOrderOld[data->index], 0);
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BoardPlayerIdleSet(playerOrderOld[data->index]);
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if (_CheckFlag(FLAG_ID_MAKE(1, 11)) && data->index == 3) {
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BoardTutorialHookExec(0, 0);
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}
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return;
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}
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if (arg1->unk02 > 200) {
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arg1->unk02 = -56;
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if (data->unk02 > 200) {
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data->unk02 = -56;
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}
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OSu8tof32(&arg1->unk02, &temp_f31);
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arg0->trans.y += -0.08166667f * temp_f31 * temp_f31;
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if (arg0->trans.y < spacePos.y) {
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arg0->trans.y = spacePos.y;
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arg1->unk02 = 0;
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BoardPlayerMotionShiftSet(playerOrderOld[arg1->unk00_field2], 5, 0.0f, 4.0f, HU3D_MOTATTR_NONE);
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arg1->unk01 = 0xC;
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arg1->unk00_field3 = 1;
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OSu8tof32(&data->unk02, &temp_f31);
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object->trans.y += -0.08166667f * temp_f31 * temp_f31;
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if (object->trans.y < spacePos.y) {
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object->trans.y = spacePos.y;
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data->unk02 = 0;
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BoardPlayerMotionShiftSet(playerOrderOld[data->index], 5, 0.0f, 4.0f, HU3D_MOTATTR_NONE);
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data->unk01 = 0xC;
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data->unk00_field3 = 1;
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}
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arg1->unk02++;
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BoardPlayerPosSet(playerOrderOld[arg1->unk00_field2], arg0->trans.x, arg0->trans.y, arg0->trans.z);
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data->unk02++;
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BoardPlayerPosSet(playerOrderOld[data->index], object->trans.x, object->trans.y, object->trans.z);
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}
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static void PlayerWaitSpeak(omObjData *arg0, PlayerStartWork *arg1) {
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float var_f31;
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static void PlayerWaitSpeak(omObjData *object, PlayerStartWork *data) {
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float yRot;
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if (arg1->unk02 == 0) {
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var_f31 = 180.0f + BoardPlayerRotYGet(playerOrderOld[arg1->unk00_field2]);
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BoardPlayerMotBlendSet(playerOrderOld[arg1->unk00_field2], var_f31, 0xF);
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arg1->unk02 = 1;
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if (data->unk02 == 0) {
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yRot = 180.0f + BoardPlayerRotYGet(playerOrderOld[data->index]);
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BoardPlayerMotBlendSet(playerOrderOld[data->index], yRot, 0xF);
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data->unk02 = 1;
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return;
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}
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if (BoardPlayerMotBlendCheck(playerOrderOld[arg1->unk00_field2])) {
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BoardPlayerIdleSet(playerOrderOld[arg1->unk00_field2]);
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SetPlayerStartState(playerOrderOld[arg1->unk00_field2], 0);
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if (BoardPlayerMotBlendCheck(playerOrderOld[data->index])) {
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BoardPlayerIdleSet(playerOrderOld[data->index]);
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SetPlayerStartState(playerOrderOld[data->index], 0);
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}
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}
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static void PlayerDiceFall(omObjData *arg0, PlayerStartWork *arg1) {
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Vec sp8;
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float var_f31;
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float var_f30;
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static void PlayerDiceFall(omObjData *object, PlayerStartWork *data) {
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Vec boardPos;
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float max;
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float min;
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s32 i;
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if (arg1->unk02 == 0) {
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if (data->unk02 == 0) {
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HuAudFXPlay(0x302);
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BoardPlayerPosGet(playerOrderOld[arg1->unk00_field2], &sp8);
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var_f30 = 250.0f;
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var_f31 = 700.0f;
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arg0->rot.x = (var_f30 - var_f31) / 30.0f;
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sp8.y += var_f31;
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BoardModelPosSetV(arg1->unk08, &sp8);
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BoardModelVisibilitySet(arg1->unk08, 1);
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BoardPlayerPosGet(playerOrderOld[data->index], &boardPos);
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min = 250.0f;
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max = 700.0f;
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object->rot.x = (min - max) / 30.0f;
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boardPos.y += max;
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BoardModelPosSetV(data->unk08, &boardPos);
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BoardModelVisibilitySet(data->unk08, 1);
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} else {
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if (arg1->unk02 > 30.0f) {
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if (data->unk02 > 30.0f) {
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if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
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if (arg1->unk00_field2 == 3) {
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if (data->index == 3) {
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BoardTutorialHookExec(1, 0);
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for (i = 0; i < 4; i++) {
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SetPlayerStartState(playerOrderOld[i], 4);
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@ -450,14 +450,14 @@ static void PlayerDiceFall(omObjData *arg0, PlayerStartWork *arg1) {
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}
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return;
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}
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SetPlayerStartState(playerOrderOld[arg1->unk00_field2], 4);
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SetPlayerStartState(playerOrderOld[data->index], 4);
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return;
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}
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BoardModelPosGet(arg1->unk08, &sp8);
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sp8.y += arg0->rot.x;
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BoardModelPosSetV(arg1->unk08, &sp8);
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BoardModelPosGet(data->unk08, &boardPos);
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boardPos.y += object->rot.x;
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BoardModelPosSetV(data->unk08, &boardPos);
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}
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arg1->unk02++;
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data->unk02++;
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}
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static s32 digitMdlTbl[9] = {
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@ -473,7 +473,7 @@ static s32 playerOrderMesTbl[3] = {
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};
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static void PlayerDiceRoll(omObjData *arg0, PlayerStartWork *arg1) {
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Vec sp8;
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Vec boardPos;
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float var_f30;
|
||||
u32 var_r28;
|
||||
s8 var_r29;
|
||||
|
|
@ -490,7 +490,7 @@ static void PlayerDiceRoll(omObjData *arg0, PlayerStartWork *arg1) {
|
|||
BoardModelMotionTimeSet(arg1->unk08, var_f30 + 0.5f);
|
||||
}
|
||||
if (arg1->unk00_field4 == 0) {
|
||||
if (GWPlayer[playerOrderOld[arg1->unk00_field2]].com) {
|
||||
if (GWPlayer[playerOrderOld[arg1->index]].com) {
|
||||
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
|
||||
if (arg1->unk0E != 0) {
|
||||
arg1->unk0E--;
|
||||
|
|
@ -501,26 +501,26 @@ static void PlayerDiceRoll(omObjData *arg0, PlayerStartWork *arg1) {
|
|||
var_r28 = 0x100;
|
||||
}
|
||||
} else {
|
||||
var_r28 = HuPadBtnDown[GWPlayer[playerOrderOld[arg1->unk00_field2]].port];
|
||||
var_r28 = HuPadBtnDown[GWPlayer[playerOrderOld[arg1->index]].port];
|
||||
}
|
||||
if (var_r28 == 0x100) {
|
||||
BoardPlayerDiceJumpStart(playerOrderOld[arg1->unk00_field2]);
|
||||
BoardPlayerDiceJumpStart(playerOrderOld[arg1->index]);
|
||||
arg1->unk00_field4 = 1;
|
||||
}
|
||||
} else {
|
||||
if (BoardPlayerDiceJumpCheck(playerOrderOld[arg1->unk00_field2])) {
|
||||
SetPlayerStartState(playerOrderOld[arg1->unk00_field2], 5);
|
||||
if (BoardPlayerDiceJumpCheck(playerOrderOld[arg1->index])) {
|
||||
SetPlayerStartState(playerOrderOld[arg1->index], 5);
|
||||
arg1->unk06 = 360;
|
||||
arg0->rot.x = arg0->rot.y = 1.0f;
|
||||
arg1->unk04 = BoardRandMod(9);
|
||||
HuAudFXPlay(0x303);
|
||||
if (hitFX[arg1->unk00_field2] != -1) {
|
||||
HuAudFXStop(hitFX[arg1->unk00_field2]);
|
||||
hitFX[arg1->unk00_field2] = -1;
|
||||
if (hitFX[arg1->index] != -1) {
|
||||
HuAudFXStop(hitFX[arg1->index]);
|
||||
hitFX[arg1->index] = -1;
|
||||
}
|
||||
var_r29 = 0;
|
||||
while (var_r29 < 4) {
|
||||
if (playerOrderNew[var_r29] == arg1->unk04 && var_r29 != playerOrderOld[arg1->unk00_field2]) {
|
||||
if (playerOrderNew[var_r29] == arg1->unk04 && var_r29 != playerOrderOld[arg1->index]) {
|
||||
arg1->unk04 = BoardRandMod(9);
|
||||
var_r29 = 0;
|
||||
} else {
|
||||
|
|
@ -528,20 +528,20 @@ static void PlayerDiceRoll(omObjData *arg0, PlayerStartWork *arg1) {
|
|||
}
|
||||
}
|
||||
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
|
||||
arg1->unk04 = tutorialRollTbl[arg1->unk00_field2];
|
||||
arg1->unk04 = tutorialRollTbl[arg1->index];
|
||||
}
|
||||
playerOrderNew[playerOrderOld[arg1->unk00_field2]] = arg1->unk04;
|
||||
playerOrderNew[playerOrderOld[arg1->index]] = arg1->unk04;
|
||||
arg1->unk0A = BoardModelCreate(digitMdlTbl[arg1->unk04], NULL, 0);
|
||||
BoardModelPosGet(arg1->unk08, &sp8);
|
||||
sp8.x += 50.0 * sin(0.0);
|
||||
sp8.z += 50.0 * cos(0.0);
|
||||
BoardModelPosSetV(arg1->unk0A, &sp8);
|
||||
BoardModelPosGet(arg1->unk08, &boardPos);
|
||||
boardPos.x += 50.0 * sin(0.0);
|
||||
boardPos.z += 50.0 * cos(0.0);
|
||||
BoardModelPosSetV(arg1->unk0A, &boardPos);
|
||||
BoardModelMotionStart(arg1->unk0A, 0, 0);
|
||||
BoardModelMotionSpeedSet(arg1->unk0A, 0.0f);
|
||||
BoardModelMotionTimeSet(arg1->unk0A, 0.0f);
|
||||
BoardModelLayerSet(arg1->unk0A, 2);
|
||||
arg1->unk0C = BoardDiceEffectCreate();
|
||||
Hu3DParManPosSet(arg1->unk0C, sp8.x, sp8.y, sp8.z);
|
||||
Hu3DParManPosSet(arg1->unk0C, boardPos.x, boardPos.y, boardPos.z);
|
||||
Hu3DParManTimeLimitSet(arg1->unk0C, 0x96);
|
||||
BoardModelVisibilitySet(arg1->unk08, 0);
|
||||
return;
|
||||
|
|
@ -556,7 +556,7 @@ static void PlayerDiceNumShow(omObjData *arg0, PlayerStartWork *arg1) {
|
|||
arg1->unk06 -= 18;
|
||||
if (arg1->unk06 < 0) {
|
||||
arg1->unk06 = 0;
|
||||
SetPlayerStartState(playerOrderOld[arg1->unk00_field2], 0);
|
||||
SetPlayerStartState(playerOrderOld[arg1->index], 0);
|
||||
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
|
||||
BoardTutorialHookExec(2, 0);
|
||||
}
|
||||
|
|
@ -601,7 +601,7 @@ static void PlayerDiceNumHide(omObjData *arg0, PlayerStartWork *arg1) {
|
|||
break;
|
||||
case 3:
|
||||
BoardModelVisibilitySet(arg1->unk0A, 0);
|
||||
arg1->unk00_field0 = 1;
|
||||
arg1->isBoardVisible = 1;
|
||||
return;
|
||||
}
|
||||
BoardModelScaleSet(arg1->unk0A, arg0->rot.x, arg0->rot.y, 1.0f);
|
||||
|
|
@ -613,7 +613,7 @@ static void SetPlayerStartState(s32 arg0, s32 arg1) {
|
|||
|
||||
temp_r30 = playerStartObj[arg0];
|
||||
temp_r31 = OM_GET_WORK_PTR(temp_r30, PlayerStartWork);
|
||||
temp_r31->unk00_field1 = arg1;
|
||||
temp_r31->state = arg1;
|
||||
temp_r31->unk02 = 0;
|
||||
temp_r31->unk01 = 0;
|
||||
switch (arg1) {
|
||||
|
|
@ -634,7 +634,7 @@ static s32 GetPlayerStartState(s32 arg0) {
|
|||
|
||||
temp_r30 = playerStartObj[arg0];
|
||||
temp_r31 = OM_GET_WORK_PTR(temp_r30, PlayerStartWork);
|
||||
return temp_r31->unk00_field1;
|
||||
return temp_r31->state;
|
||||
}
|
||||
|
||||
static void ExecStartRoll(void) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue