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 "variables.h"
#include "gc/gctransition.h"
void animctrl_setAnimTimer(AnimCtrl*, f32);
void anctrl_setAnimTimer(AnimCtrl*, f32);
void func_8025AC20(s32, s32, s32, f32, char*, s32);
typedef enum {
@@ -140,7 +140,7 @@ struct{
void * model_ptr; //asset_ptr
f32 rotation;
f32 timer;
AnimCtrl *animctrl;
AnimCtrl *anctrl;
s32 substate; //times update called?
} s_current_transition;
@@ -168,9 +168,9 @@ void _gctranstion_changeState(s32 state, TransitionInfo *desc){
func_8033BD20(&s_current_transition.model_ptr);
}
if(s_current_transition.animctrl != NULL){
animctrl_free(s_current_transition.animctrl);
s_current_transition.animctrl = NULL;
if(s_current_transition.anctrl != NULL){
anctrl_free(s_current_transition.anctrl);
s_current_transition.anctrl = NULL;
}
s_current_transition.unk0 = 0;
@@ -188,21 +188,21 @@ void _gctranstion_changeState(s32 state, TransitionInfo *desc){
//load transistion animation
if(desc != NULL && desc->anim_index != NULL){
s_current_transition.animctrl = animctrl_new(0);
animctrl_reset(s_current_transition.animctrl);
animctrl_setIndex(s_current_transition.animctrl, desc->anim_index);
animctrl_setDuration(s_current_transition.animctrl, desc->duration);
animctrl_setPlaybackType(s_current_transition.animctrl, ANIMCTRL_ONCE);
s_current_transition.anctrl = anctrl_new(0);
anctrl_reset(s_current_transition.anctrl);
anctrl_setIndex(s_current_transition.anctrl, desc->anim_index);
anctrl_setDuration(s_current_transition.anctrl, desc->duration);
anctrl_setPlaybackType(s_current_transition.anctrl, ANIMCTRL_ONCE);
if(state == TRANSITION_STATE_5_FADE_OUT){
animctrl_setDirection(s_current_transition.animctrl, 0);
anctrl_setDirection(s_current_transition.anctrl, 0);
func_8028F7C8(1); //player_noControl(true)
func_80335110(0); //objects_update(false)
}
else{
osViBlack(1);
animctrl_setAnimTimer(s_current_transition.animctrl, 0.25f); //set animation timer
anctrl_setAnimTimer(s_current_transition.anctrl, 0.25f); //set animation timer
}
animctrl_start(s_current_transition.animctrl, "gctransition.c", 0x125);
anctrl_start(s_current_transition.anctrl, "gctransition.c", 0x125);
}
if(state == TRANSITION_STATE_4_FADE_IN){
@@ -250,7 +250,7 @@ void gctransition_draw(Gfx **gdl, Mtx **mptr, Vtx **vptr){
return;
viewport_backupState();
if(s_current_transition.animctrl != NULL){
if(s_current_transition.anctrl != NULL){
vp_position[0] = 0.0f;
vp_position[1] = 0.0f;
vp_position[2] = 350.0f;
@@ -273,17 +273,17 @@ void gctransition_draw(Gfx **gdl, Mtx **mptr, Vtx **vptr){
sp58[0] = 0.0f;
sp58[1] = 0.0f;
sp58[2] = 0.0f;
if(s_current_transition.animctrl != NULL){
if(s_current_transition.anctrl != NULL){
gDPSetTextureFilter((*gdl)++, G_TF_POINT);
gDPSetColorDither((*gdl)++, G_CD_DISABLE);
animctrl_drawSetup(s_current_transition.animctrl, sp58, 1);
anctrl_drawSetup(s_current_transition.anctrl, sp58, 1);
modelRender_setDepthMode(MODEL_RENDER_DEPTH_FULL);
}
//complex animation (from animation bin file)
if(s_current_transition.state == 1 || s_current_transition.state == 6){
modelRender_draw(gdl, mptr, sp58, vp_rotation, 1.0f, 0, s_current_transition.model_ptr);
if(s_current_transition.animctrl != NULL){
if(s_current_transition.anctrl != NULL){
gDPSetTextureFilter((*gdl)++, G_TF_BILERP);
gDPSetColorDither((*gdl)++, G_CD_MAGICSQ);
}
@@ -362,7 +362,7 @@ void gctransition_draw(Gfx **gdl, Mtx **mptr, Vtx **vptr){
else{
}
if(s_current_transition.animctrl != NULL){
if(s_current_transition.anctrl != NULL){
gDPSetTextureFilter((*gdl)++, G_TF_BILERP);
}
viewport_restoreState();
@@ -430,8 +430,8 @@ void gctransition_update(void){
if(s_current_transition.transistion_info == NULL)
return;
if(s_current_transition.animctrl != NULL){
animctrl_update(s_current_transition.animctrl);
if(s_current_transition.anctrl != NULL){
anctrl_update(s_current_transition.anctrl);
if(s_current_transition.state == TRANSITION_STATE_4_FADE_IN){
switch(s_current_transition.substate){
case 0:
@@ -475,7 +475,7 @@ void gctransition_update(void){
s_current_transition.timer += dt;
}
if(s_current_transition.transistion_info->duration < s_current_transition.timer
|| (s_current_transition.animctrl!= NULL && animctrl_isStopped(s_current_transition.animctrl))
|| (s_current_transition.anctrl!= NULL && anctrl_isStopped(s_current_transition.anctrl))
){
s_current_transition.timer = s_current_transition.transistion_info->duration;
//update next transition rotation
@@ -490,7 +490,7 @@ void gctransition_update(void){
if(s_current_transition.state == TRANSITION_STATE_4_FADE_IN)
func_8030C180();
if(s_current_transition.animctrl != NULL)
if(s_current_transition.anctrl != NULL)
func_80334ECC();
}
s_current_transition.substate++;