animation struct documentation
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@@ -40,14 +40,14 @@ void chcaterpillar_setState(Actor *this, s32 next_state) {
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ActorLocal_Caterpillar *local = (ActorLocal_Caterpillar *)&this->local;
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if (next_state == 1) {
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func_80335924(this->unk148, 0x18D, 0.0f, randf2(1.9f, 2.1f));
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skeletalAnim_set(this->unk148, 0x18D, 0.0f, randf2(1.9f, 2.1f));
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}
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if (next_state == 2) {
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func_8028F7D4(-25.0f, 90.0f);
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func_80335924(this->unk148, 0x18E, 0.2f, 2.0f);
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skeletalAnim_set(this->unk148, 0x18E, 0.2f, 2.0f);
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}
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if (next_state == 3) {
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func_80335924(this->unk148, 0x18E, 0.2f, 2.0f);
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skeletalAnim_set(this->unk148, 0x18E, 0.2f, 2.0f);
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local->unkC[0] = this->position[0];
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local->unkC[1] = this->position[1];
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local->unkC[2] = this->position[2];
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@@ -68,7 +68,7 @@ Actor* chcaterpillar_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx)
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if(this->state == 5){
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return func_80325340(marker, gfx, mtx, vtx);
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}
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return func_80325888(marker, gfx, mtx, vtx);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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void chcaterpillar_update(Actor *this){
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@@ -109,7 +109,7 @@ void chcaterpillar_update(Actor *this){
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}//L8038A45C
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if(this->state == 1){
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func_8033568C(this->unk148, &sp64, &sp60);
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skeletalAnim_getProgressRange(this->unk148, &sp64, &sp60);
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player_getPosition(sp74);
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if(ml_distance_vec3f(this->position, local->unk0) < 10.0f){
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for(i = 0; i < 10; i++){
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