animation struct documentation
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@@ -33,12 +33,12 @@ void func_8038AD50(Actor *this, s32 next_state) {
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mapSpecificFlags_set(6, 0);
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timed_setStaticCameraToNode(0.0f, 1);
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}
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func_80335924(this->unk148, 0x21D, 0.2f, 0.5f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x21D, 0.2f, 0.5f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if (next_state == 3) {
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func_80335924(this->unk148, 0x21E, 0.2f, 2.0f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, 0x21E, 0.2f, 2.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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if (next_state == 4) {
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timed_exitStaticCamera(0.0f);
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@@ -54,7 +54,7 @@ Actor *func_8038AE64(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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this = marker_getActor(marker);
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if(this->state < 2)
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return this;
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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 func_8038AEBC(Actor *this) {
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@@ -77,7 +77,7 @@ void func_8038AEBC(Actor *this) {
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}
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if (this->state == 2) {
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func_80326224(this);
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func_8033568C(this->unk148, &sp38, &sp34);
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skeletalAnim_getProgressRange(this->unk148, &sp38, &sp34);
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for(iPtr = &D_8038F254[0]; iPtr->unk0 > 0.0f; iPtr++){
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if ((sp38 < iPtr->unk0) && (iPtr->unk0 <= sp34)) {
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func_8030E878((s32) iPtr->unk8, iPtr->unk4, iPtr->unkA, this->position, 1500.0f, 4500.0f);
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@@ -93,11 +93,11 @@ void func_8038AEBC(Actor *this) {
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}
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if (this->state == 3) {
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func_80326224(this);
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func_8033568C(this->unk148, &sp30, &sp2C);
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skeletalAnim_getProgressRange(this->unk148, &sp30, &sp2C);
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if ((sp30 <= 0.5) && (sp2C >= 0.5)) {
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jiggySpawn(JIGGY_49_CCW_EYRIE, this->position);
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}
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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_8038AD50(this, 2);
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}
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}
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