document various assets, bsStoredState.c, and stateTimers.c
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@@ -35,16 +35,16 @@ void chMotzhand_setState(Actor *this, s32 next_state){
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ActorLocal_Motzhand * local = (ActorLocal_Motzhand *) &this->local;
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if(next_state == 1 && this->state == 0){
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func_80335924(this->unk148, 0xa7, 0.0f, 1.8f);
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func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.0f, 1.8f);
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func_80387410(this->position);
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}
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if(next_state == 2){
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func_80335924(this->unk148, 0xA7, 0.9f, 1.8f);
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func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.9f, 1.8f);
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}
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if(next_state == 3){
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func_80335924(this->unk148, 0xA8, 0.9f, 1.8f);
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func_80335924(this->unk148, ASSET_A8_ANIM_MOTZHAND_PLAY, 0.9f, 1.8f);
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}
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if(next_state == 4){
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@@ -29,7 +29,7 @@ void __chnapper_setState(Actor *this, s32 next_state){
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local->unk4 = 0.0f;
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actor_collisionOff(this);
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if(next_state == 1)
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func_80335924(this->unk148, ASSET_A3_ANIM_NAPPER_SLEEPING, 0.2f, 2.5f);
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func_80335924(this->unk148, ASSET_A3_ANIM_NAPPER_ASLEEP, 0.2f, 2.5f);
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if(next_state == 2){
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func_80335924(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 0.2f, 5.0f);
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@@ -39,7 +39,7 @@ void __chnapper_setState(Actor *this, s32 next_state){
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}
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if(next_state == 3){
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func_80335924(this->unk148, 0xA5, 0.2f, 1.5f);
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func_80335924(this->unk148, ASSET_A5_ANIM_NAPPER_WALK, 0.2f, 1.5f);
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func_80335A8C(this->unk148, 2);
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func_8030E484(SFX_41_MUMBO_ERGHHH);
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}
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@@ -50,7 +50,7 @@ void __chnapper_setState(Actor *this, s32 next_state){
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}
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if(next_state == 5){
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func_80335924(this->unk148, 0xA6, 2.0f, 4.0f);
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func_80335924(this->unk148, ASSET_A6_ANIM_NAPPER_ALERT, 2.0f, 4.0f);
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actor_collisionOn(this);
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local->jiggy_marker->collidable = FALSE;
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}
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