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