rename animctrl to anctrl to match source debug string and tooie naming

rename `rumbleManager` to `bamotor`
This commit is contained in:
banjo.decomp
2024-10-30 19:51:58 -05:00
parent aa181c3bd9
commit 4c3d4df97b
134 changed files with 1588 additions and 1587 deletions

View File

@@ -4,7 +4,7 @@
#include <ultra64.h>
#include "structs.h"
#include "core2/animctrl.h"
#include "core2/anctrl.h"
#include "core2/modelRender.h"
#include "core2/skeletalanim.h"
@@ -163,7 +163,7 @@ typedef struct actor_s{
u32 unk10_3:2;
u32 unk10_1:1;
u32 is_bundle:1;
AnimCtrl *animctrl;
AnimCtrl *anctrl;
ActorAnimationInfo *unk18;
TUPLE(f32, unk1C); // actor position? // used as "home" for chbat
f32 actor_specific_1_f; //used in cheggs
@@ -171,7 +171,7 @@ typedef struct actor_s{
u32 unk38_31:10; // hit count for jinjo base in fight
u32 unk38_21:9;
u32 unk38_13:9;
u32 stored_animctrl_playbackType_:3; //animctrlPlaybackType
u32 stored_anctrl_playbackType_:3; //anctrlPlaybackType
u32 unk38_0:1;
u32 unk3C;
s32 unk40;
@@ -186,8 +186,8 @@ typedef struct actor_s{
f32 unk4C;
/* 0x50 */ f32 yaw; //0x50
f32 unk54; //0x54
u32 animctrl_asset_id: 15; // animation asset id (enum asset_id)
u32 stored_animctrl_index: 14; //animctrlAnimIndex;
u32 anctrl_asset_id: 15; // animation asset id (enum asset_id)
u32 stored_anctrl_index: 14; //anctrlAnimIndex;
u32 unk58_2: 1;
u32 unk58_1: 1;
u32 unk58_0: 1;
@@ -201,8 +201,8 @@ typedef struct actor_s{
u32 unk78_31:9;
u32 unk78_22:9;
u32 unk78_13:12; //default_spawn_yaw?
u32 stored_animctrl_forwards:1; //animCtrlDirection
u32 stored_animctrl_smoothTransistion:1; //animCtrlSmoothTransition
u32 stored_anctrl_forwards:1; //animCtrlDirection
u32 stored_anctrl_smoothTransistion:1; //animCtrlSmoothTransition
union
{ //DON'T DO THIS JUST DEFINE STATICLY IN ch/ FILE AND CAST FROM &Actor->local
ActorLocal_BGS_6730 bgs_6730;
@@ -217,8 +217,8 @@ typedef struct actor_s{
};
//u8 padAC[0x44];
f32 stored_animctrl_timer; // animCtrlTimer
f32 stored_animctrl_duration; //animCtrlDuration
f32 stored_anctrl_timer; // animCtrlTimer
f32 stored_anctrl_duration; //animCtrlDuration
u32 unkF4_31:1;
u32 unkF4_30:1; // has something to do with vertices
u32 unkF4_29:1;
@@ -233,8 +233,8 @@ typedef struct actor_s{
u32 unkF4_8:9; /* jinjo id in final fight.
* Is used to determine file progress related stuff, can also be a file_progress_e
*/
f32 stored_animctrl_subrangeMin; //animCtrl_SubRangeStart
f32 stored_animctrl_subrangeMax; //animCtrl_SubRangeEnd
f32 stored_anctrl_subrangeMin; //animCtrl_SubRangeStart
f32 stored_anctrl_subrangeMax; //animCtrl_SubRangeEnd
ActorMarker *unk100; // child actor marker ?
ActorMarker *unk104;
Struct62s *unk108;