animation struct documentation
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@@ -47,8 +47,8 @@ bool BGS_func_803863F0(Actor *this, f32 arg1[3], s32 arg2){
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local->unk8[2] = arg1[2];
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local->unk8[1] = func_80309724(arg1);
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func_80335924(this->unk148, 0xdb, 0.2f,(arg2) ? randf2(0.7f, 0.8f) : randf2(0.75f, 0.85f));
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, 0xdb, 0.2f,(arg2) ? randf2(0.7f, 0.8f) : randf2(0.75f, 0.85f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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func_80324D54(0.2f, 0x3f2, randf2(0.7f, 1.3f), randi2(0x61A8, 0x6978), this->position, 500.0f, 2500.0f);
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return TRUE;
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}
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@@ -181,9 +181,9 @@ void func_80386AEC(Actor *this, s32 next_state) {
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local->unk24 = 0.0f;
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if (next_state == 1) {
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func_80335924(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
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func_80335A74(this->unk148, randf2(0.0f, 0.9f));
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
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skeletalAnim_setProgress(this->unk148, randf2(0.0f, 0.9f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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this->position[0] = (f32) local->unkE[0];
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this->position[1] = (f32) local->unkE[1];
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this->position[2] = (f32) local->unkE[2];
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@@ -201,38 +201,38 @@ void func_80386AEC(Actor *this, s32 next_state) {
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}
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if (next_state == 3) {
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func_80335924(this->unk148, ASSET_FB_ANIM_FLIBBIT_TURN, 0.2f, 1.0f);
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func_80335A74(this->unk148, randf2(0.0f, 1.0f));
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, ASSET_FB_ANIM_FLIBBIT_TURN, 0.2f, 1.0f);
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skeletalAnim_setProgress(this->unk148, randf2(0.0f, 1.0f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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local->unk24 = randf2(1.0f, 3.0f);
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}
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if (next_state == 4) {
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func_80335924(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
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func_80335A74(this->unk148, randf2(0.0f, 0.9f));
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
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skeletalAnim_setProgress(this->unk148, randf2(0.0f, 0.9f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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this->position[1] = func_80309724(this->position);
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local->unk18 = 1.0f;
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}
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if (next_state == 5) {
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FUNC_8030E8B4(SFX_8E_GRUNTLING_DAMAGE, 1.5f, 32200, this->position, 500, 2500);
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func_80335924(this->unk148, ASSET_288_ANIM_FLIBBIT_OW, 0.1f, 0.65f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_288_ANIM_FLIBBIT_OW, 0.1f, 0.65f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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this->position[1] = func_80309724(this->position);
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local->unk18 = 1.0f;
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}
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if (next_state == 6) {
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func_80335924(this->unk148, ASSET_112_ANIM_FLIBBIT_DIE, 0.2f, 0.4f);
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skeletalAnim_set(this->unk148, ASSET_112_ANIM_FLIBBIT_DIE, 0.2f, 0.4f);
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FUNC_8030E8B4(SFX_115_BUZZBOMB_DEATH, 1.0f, 32200, this->position, 500, 2500);
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this->marker->collidable = FALSE;
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this->unk10_1 = FALSE;
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local->unk14 = 1000.0f;
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}
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if (next_state == 7) {
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func_80335924(this->unk148, ASSET_113_ANIM_FLIBBIT_DEAD, 0.2f, 1.0f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_113_ANIM_FLIBBIT_DEAD, 0.2f, 1.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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FUNC_8030E8B4(SFX_2F_ORANGE_SPLAT, 0.8f, 32200, this->position, 500, 2500);
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}
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if (next_state == 8) {
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@@ -275,7 +275,7 @@ Actor *chflibbit_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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local = (ActorLocal_Flibbit *)&this->local;
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if (local->unk0){
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if(((this->state == 1)) || (this->state == 3)) {
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temp_a0 = func_803356A0(this->unk148);
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temp_a0 = skeletalAnim_getBoneTransformList(this->unk148);
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for(i = 0; i < 2; i++){
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if (0.1 <= local->unk1C[i]) {
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@@ -290,11 +290,11 @@ Actor *chflibbit_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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sp7C[2] = 1.0f;
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sp7C[1] = (f32) (((f64) phi_f2 * 0.99) + 0.01);
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func_8033A928(temp_a0, (i != 0)?0x2D :0x2E, sp7C);
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boneTransformList_setBoneScale(temp_a0, (i != 0)?0x2D :0x2E, sp7C);
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}
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}
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}
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func_80325888(marker, gfx, mtx, vtx);
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actor_draw(marker, gfx, mtx, vtx);
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local->unk0 = marker->unk14_21;
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return this;
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@@ -309,8 +309,8 @@ void chflibbit_update(Actor *this){
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f32 spA0;
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f32 sp9C;
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f32 sp98;
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f32 sp94;
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f32 sp90;
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f32 skel_anim_prev_prog;
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f32 skel_anim_progress;
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f32 sp84[3];
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f32 temp_f12;
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f32 sp7C;
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@@ -367,11 +367,11 @@ void chflibbit_update(Actor *this){
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}//L803873D0
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if(this->state == 2){
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func_8033568C(this->unk148, &sp94, &sp90);
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if(sp94 < 0.8 && 0.8 <= sp90){
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skeletalAnim_getProgressRange(this->unk148, &skel_anim_prev_prog, &skel_anim_progress);
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if(skel_anim_prev_prog < 0.8 && 0.8 <= skel_anim_progress){
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func_8030E878(SFX_8_BANJO_LANDING_04, randf2(0.8f, 0.9f), randi2(25000, 27000), this->position, 100.0f, 1500.0f);
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}//L8038747C
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if(func_80335794(this->unk148) > 0){
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if(skeletalAnim_getLoopCount(this->unk148) > 0){
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sp84[0] = (f32)local->unkE[0];
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sp84[1] = (f32)local->unkE[1];
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sp84[2] = (f32)local->unkE[2];
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@@ -384,17 +384,17 @@ void chflibbit_update(Actor *this){
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}
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}
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else{//L80387514
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if(0.2 <= sp90 && sp90 <= 0.8){
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temp_f12 = ((sp90 - 0.2) / 0.60000000000000009);
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if(0.2 <= skel_anim_progress && skel_anim_progress <= 0.8){
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temp_f12 = ((skel_anim_progress - 0.2) / 0.60000000000000009);
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this->position_x = local->unk2[0] + (local->unk8[0] - local->unk2[0])*temp_f12;
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this->position_y = local->unk2[1] + (local->unk8[1] - local->unk2[1])*temp_f12;
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this->position_z = local->unk2[2] + (local->unk8[2] - local->unk2[2])*temp_f12;
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if(local->unk1){
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if(sp90 <= 0.5){
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phi_f2 = ((sp90 - 0.2)/0.3) * 70.0;
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if(skel_anim_progress <= 0.5){
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phi_f2 = ((skel_anim_progress - 0.2)/0.3) * 70.0;
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}
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else{
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phi_f2 = (1.0 - (sp90 - 0.5)/ 0.30000000000000004) *70.0;
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phi_f2 = (1.0 - (skel_anim_progress - 0.5)/ 0.30000000000000004) *70.0;
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}
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this->position_y += phi_f2;
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}//L80387684
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@@ -446,7 +446,7 @@ void chflibbit_update(Actor *this){
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}
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if(this->state == 7){
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if(func_80335794(this->unk148) > 0)
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if(skeletalAnim_getLoopCount(this->unk148) > 0)
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func_80386AEC(this, 8);
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}
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}
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