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

@@ -14,11 +14,11 @@ u8 D_8037D580;
void bsthrow_init(void){
AnimCtrl *aCtrl = baanim_getAnimCtrlPtr();
animctrl_reset(aCtrl);
animctrl_setIndex(aCtrl, ASSET_11B_ANIM_BSTHROW);
animctrl_setDuration(aCtrl, 1.0f);
animctrl_setPlaybackType(aCtrl, ANIMCTRL_ONCE);
animctrl_start(aCtrl, "bsthrow.c", 0x2e);
anctrl_reset(aCtrl);
anctrl_setIndex(aCtrl, ASSET_11B_ANIM_BSTHROW);
anctrl_setDuration(aCtrl, 1.0f);
anctrl_setPlaybackType(aCtrl, ANIMCTRL_ONCE);
anctrl_start(aCtrl, "bsthrow.c", 0x2e);
baanim_setUpdateType(BAANIM_UPDATE_1_NORMAL);
yaw_setUpdateState(1);
@@ -45,12 +45,12 @@ void bsthrow_update(void){
func_80257F18(player_position, sp34, &sp24);
yaw_setIdeal(sp24);
if(animctrl_isAt(aCtrl, 0.35f) && sp20){
if(anctrl_isAt(aCtrl, 0.35f) && sp20){
D_8037D580 = 1;
marker_getActor(sp20)->unk138_21 = 1;
}
if(animctrl_isStopped(aCtrl))
if(anctrl_isStopped(aCtrl))
next_state = BS_1_IDLE;
bs_setState(next_state);