documentation: core2/ba/physics
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@@ -47,7 +47,7 @@ extern s32 D_80391A80;
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/* .code */
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void func_8038B988(ActorMarker *caller, enum asset_e text_id, s32 arg2){
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Actor *this = marker_getActor(caller);
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func_80328B8C(this, 5, 0.01f, 1);
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subaddie_set_state_with_direction(this, 5, 0.01f, 1);
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actor_loopAnimation(this);
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func_802BAFE4(0x13);
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FUNC_8030E624(SFX_8D_BOGGY_OHWW, 0.9f, 32000);
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@@ -56,7 +56,7 @@ void func_8038B988(ActorMarker *caller, enum asset_e text_id, s32 arg2){
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}
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void func_8038BA08(Actor *this){
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func_80328B8C(this, 6, 0.01f, 1);
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subaddie_set_state_with_direction(this, 6, 0.01f, 1);
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actor_loopAnimation(this);
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this->unk100 = NULL;
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D_80391A80 = 3;
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@@ -182,7 +182,7 @@ void GV_func_8038BEA0(Actor *this){
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this->unk100 = func_8032B16C(JIGGY_3E_GV_GRABBA);
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local->unk0 = this->unk100 != NULL ? this->unk100->unk5C : NULL;
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}
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func_80328B8C(this, this->state, 0.01f, 1);
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subaddie_set_state_with_direction(this, this->state, 0.01f, 1);
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this->unk58_0 = FALSE;
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this->marker->propPtr->unk8_3 = FALSE;
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}//L8038BFF4
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@@ -195,7 +195,7 @@ void GV_func_8038BEA0(Actor *this){
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this->unk58_0 = FALSE;
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this->marker->propPtr->unk8_3 = FALSE;
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if(func_8038BB24(this)){
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func_80328B8C(this, 2, 0.01f, 1);
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subaddie_set_state_with_direction(this, 2, 0.01f, 1);
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actor_playAnimationOnce(this);
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this->unk38_31 = 0;
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D_80391A80 = this->state;
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@@ -208,7 +208,7 @@ void GV_func_8038BEA0(Actor *this){
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case 2: //L8038C108
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if(actor_animationIsAt(this, 0.69f)){
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func_80328B8C(this, 3, 0.01f, 1);
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subaddie_set_state_with_direction(this, 3, 0.01f, 1);
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actor_loopAnimation(this);
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D_80391A80 = this->state;
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if(this->unk100){
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@@ -230,7 +230,7 @@ void GV_func_8038BEA0(Actor *this){
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func_8038BA08(this);
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}
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else if(this->unk38_31 >= 0xC){
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func_80328B8C(this, 4, 0.01f, 1);
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subaddie_set_state_with_direction(this, 4, 0.01f, 1);
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actor_playAnimationOnce(this);
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D_80391A80 = this->state;
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func_802BB3DC(0, 12.0f, 0.92f);
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@@ -257,7 +257,7 @@ void GV_func_8038BEA0(Actor *this){
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func_8038BA08(this);
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}
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else if(actor_animationIsAt(this, 0.89f)){
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func_80328B8C(this, 1, 0.01f, 1);
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subaddie_set_state_with_direction(this, 1, 0.01f, 1);
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actor_loopAnimation(this);
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D_80391A80 = this->state;
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}
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