animation struct documentation

This commit is contained in:
Banjo Kazooie
2023-03-12 23:11:39 -05:00
parent 7dd7a0b60c
commit af75d8b32d
293 changed files with 2031 additions and 1986 deletions

View File

@@ -41,14 +41,14 @@ void func_8038A920(ActorMarker* marker, enum asset_e text_id, s32 arg2) {
void func_8038A950(Actor *this, s32 next_state) {
if (next_state == 1) {
func_80335924(this->unk148, 0x199, 0.0f, 6.5f);
skeletalAnim_set(this->unk148, 0x199, 0.0f, 6.5f);
}
if (next_state == 2) {
func_80311480(0xCDC, 0xA, this->position, this->marker, func_8038A920, NULL);
}
if (next_state == 3) {
func_80335924(this->unk148, 0x19A, 0.0f, 7.0f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, 0x19A, 0.0f, 7.0f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
func_80324E38(0.0f, 3);
timed_setStaticCameraToNode(0.0f, 0);
}
@@ -65,7 +65,7 @@ Actor *func_8038AA38(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
this = marker_getActor(marker);
if(this->state == 0)
return this;
return func_80325888(marker, gfx, mtx, vtx);
return actor_draw(marker, gfx, mtx, vtx);
}
void func_8038AA8C(Actor *this) {
@@ -91,7 +91,7 @@ void func_8038AA8C(Actor *this) {
}
if (this->state == 1) {
func_8033568C(this->unk148, &sp50, &sp4C);
skeletalAnim_getProgressRange(this->unk148, &sp50, &sp4C);
if ((sp50 < 0.21) && (0.21 <= sp4C)) {
func_8030E878(0xA5, randf2(0.9f, 1.1f), 32000, this->position, 500.0f, 2500.0f);
}
@@ -106,13 +106,13 @@ void func_8038AA8C(Actor *this) {
}
}
if (this->state == 3) {
func_8033568C(this->unk148, &sp44, &sp40);
skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
for(iPtr = &D_8038F1B4[0]; iPtr->unk0 > 0.0f; iPtr++){
if ((sp44 < iPtr->unk0) && (iPtr->unk0 <= sp40)) {
func_8030E878(iPtr->unk8, iPtr->unk4, iPtr->unkA, this->position, 500.0f, 2500.0f);
}
}
if (func_80335794(this->unk148) > 0) {
if (skeletalAnim_getLoopCount(this->unk148) > 0) {
func_8038A950(this, 4);
}
}