animation struct documentation
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@@ -8,7 +8,7 @@ void func_8038B87C(Actor *this);
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ActorInfo D_8038F300 = {
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0x1BA, 0x2A7, 0x503,
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0x0, NULL,
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func_8038B87C, NULL, func_80325888,
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func_8038B87C, NULL, actor_draw,
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0, 0, 2.0f, 0
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};
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@@ -63,22 +63,22 @@ void func_8038B6DC(ActorMarker *marker) {
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int i;
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this = marker_getActor(marker);
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func_80335650(this->unk148);
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skeletalAnim_clearCallbacks(this->unk148);
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phi_f20 = randf2(0.1f, 0.3f);
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for(i = 0; i < 3; i++){
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func_80335800(this->unk148, phi_f20, func_8038B610, this->marker);
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skeletalAnim_setCallback_1(this->unk148, phi_f20, func_8038B610, this->marker);
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phi_f20 += randf2(0.15f, 0.3f);
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if(0.85 < phi_f20)
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break;
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}
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func_80335800(this->unk148, 0.35f, func_8038B4C0, this->marker);
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func_80335800(this->unk148, 0.63f, func_8038B58C, this->marker);
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func_80335800(this->unk148, 0.9f, func_8038B6DC, this->marker);
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skeletalAnim_setCallback_1(this->unk148, 0.35f, func_8038B4C0, this->marker);
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skeletalAnim_setCallback_1(this->unk148, 0.63f, func_8038B58C, this->marker);
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skeletalAnim_setCallback_1(this->unk148, 0.9f, func_8038B6DC, this->marker);
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}
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void func_8038B814(Actor *this, s32 next_state) {
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if (next_state == 1) {
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func_80335924(this->unk148, 0x22B, 0.2f, 11.0f);
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skeletalAnim_set(this->unk148, 0x22B, 0.2f, 11.0f);
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func_8038B6DC(this->marker);
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}
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this->state = next_state;
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