animation struct documentation
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@@ -2,8 +2,6 @@
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#include "functions.h"
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#include "variables.h"
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extern void func_80335A24(void *, s32, f32, f32);
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typedef struct {
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f32 unk0;
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}ActorLocal_CCW_4D00;
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@@ -21,7 +19,7 @@ void func_8038B19C(Actor *this);
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ActorInfo D_8038F270 = {
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0x1B9, 0x2A6, 0x502,
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0x0, NULL,
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func_8038B19C, NULL, func_80325888,
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func_8038B19C, NULL, actor_draw,
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0, 0, 0.0f, 0
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};
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@@ -42,11 +40,11 @@ void func_8038B0F0(Actor *this, s32 next_state) {
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local->unk0 = 0.0f;
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if (next_state == 1) {
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func_80335A24(this->unk148, 0x1A3, 0.2f, 11.0f);
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skeletalAnim_swap(this->unk148, 0x1A3, 0.2f, 11.0f);
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local->unk0 = randf2(3.0f, 10.0f);
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}
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if (next_state == 2) {
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func_80335924(this->unk148, 0x1A4, 0.2f, 3.0f);
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skeletalAnim_set(this->unk148, 0x1A4, 0.2f, 3.0f);
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}
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this->state = next_state;
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}
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@@ -72,7 +70,7 @@ void func_8038B19C(Actor *this) {
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}
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if (this->state == 2) {
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func_8033568C(this->unk148, &sp50, &sp4C);
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skeletalAnim_getProgressRange(this->unk148, &sp50, &sp4C);
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for(iPtr = &D_8038F294[0]; iPtr->unk0 > 0.0f; iPtr++){
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if ((sp50 < iPtr->unk0) && (iPtr->unk0 <= sp4C)) {
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func_8030E878(iPtr->unk8, randf2(iPtr->unk4 - 0.05, iPtr->unk4 + 0.05), randi2(iPtr->unkA - 0x1F4, iPtr->unkA + 0x1F4), this->position, 500.0f, 2500.0f);
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@@ -86,7 +84,7 @@ void func_8038B19C(Actor *this) {
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func_8030E878(SFX_4B_GULPING, randf2(1.4f, 1.45f), randi2(24000, 26000), this->position, 500.0f, 2500.0f);
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}
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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_8038B0F0(this, 1);
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}
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}
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