rename animctrl
to anctrl
to match source debug string and tooie naming
rename `rumbleManager` to `bamotor`
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@@ -319,7 +319,7 @@ void chWarpCauldron_update(Actor *this) {
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break;
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case 2: //L8038B324
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temp_f0 = animctrl_getAnimTimer(this->animctrl);
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temp_f0 = anctrl_getAnimTimer(this->anctrl);
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for(sp3C = 0; D_803936E4[sp3C] < temp_f0; sp3C++)
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;
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@@ -1182,7 +1182,7 @@ void func_80388524(Actor *this) {
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fileProgressFlag_set(FILEPROG_E2_DOOR_OF_GRUNTY_OPEN, 1);
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func_8030E6D4(SFX_6C_LOCKUP_CLOSING);
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}
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if (animctrl_getAnimTimer(this->animctrl) < 0.68) {
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if (anctrl_getAnimTimer(this->anctrl) < 0.68) {
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sp2C = partEmitMgr_newEmitter(3U);
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particleEmitter_setSprite(sp2C, ASSET_70D_SPRITE_SMOKE_1);
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particleEmitter_setStartingFrameRange(sp2C, 1, 6);
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@@ -49,7 +49,7 @@ void func_80392690(ActorMarker *marker, enum asset_e text_id, s32 arg2){
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subaddie_set_state_with_direction(this, 5, 0.0f, 1);
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actor_loopAnimation(this);
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this->yaw_ideal = 79.0f;
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animctrl_setTransitionDuration(this->animctrl, 0.4f);
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anctrl_setTransitionDuration(this->anctrl, 0.4f);
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}
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void func_80392700(Actor *this) {
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