animation struct documentation
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@@ -13,7 +13,7 @@ void func_803865F4(Actor *this, s32 next_state);
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void func_8038687C(Actor *this);
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/* .data */
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ActorInfo D_8038EBA0 = { 0x1AD, 0x299, 0x443, 0x0, NULL, func_8038687C, NULL, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EBA0 = { 0x1AD, 0x299, 0x443, 0x0, NULL, func_8038687C, NULL, actor_draw, 0, 0, 0.0f, 0};
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/* .code */
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void CCW_func_80386550(ActorMarker *marker){
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@@ -69,7 +69,7 @@ void func_803865F4(Actor *this, s32 next_state) {
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func_8025A6EC(COMUSIC_2D_PUZZLE_SOLVED_FANFARE, 28000);
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func_80324E38(0.0f, 3);
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timed_setStaticCameraToNode(2.0f, 4);
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timedFunc_set_1(2.0f, (GenMethod_1)CCW_func_80386550, (s32) this->marker);
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timedFunc_set_1(2.0f, (GenFunction_1)CCW_func_80386550, (s32) this->marker);
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timed_exitStaticCamera(4.0f);
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func_80324E38(4.0f, 0);
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}
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@@ -192,7 +192,7 @@ void func_8038687C(Actor *this) {
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break;
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}
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__spawnQueue_add_4((GenMethod_4)func_802C4140, 0x29B, reinterpret_cast(s32, sp4C[0]), reinterpret_cast(s32, sp4C[1]), reinterpret_cast(s32, sp4C[2]));
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__spawnQueue_add_4((GenFunction_4)func_802C4140, 0x29B, reinterpret_cast(s32, sp4C[0]), reinterpret_cast(s32, sp4C[1]), reinterpret_cast(s32, sp4C[2]));
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local->unk4++;
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}
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local->unkC = randf2(0.5 - ((local->unk8 / 10) * 0.4), 1.0 - ((local->unk8 / 10) * 0.8));
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