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

@@ -36,31 +36,31 @@ void __chnabnut_setState_method(ActorMarker* marker, s32 next_state) {
void chnabnut_setState(Actor *this, s32 next_state) {
if (next_state == NABNUT_STATE_1_SAD) {
func_80335924(this->unk148, ASSET_22C_ANIM_NABNUT_CRY, 0.2f, 10.6f);
skeletalAnim_set(this->unk148, ASSET_22C_ANIM_NABNUT_CRY, 0.2f, 10.6f);
}
if (next_state == NABNUT_STATE_2_WAIT) {
timedFunc_set_2(1.0f, (GenMethod_2)__chnabnut_setState_method, (s32)this->marker, NABNUT_STATE_3_BACKFLIP);
timedFunc_set_2(1.0f, (GenFunction_2)__chnabnut_setState_method, (s32)this->marker, NABNUT_STATE_3_BACKFLIP);
}
if (next_state == NABNUT_STATE_3_BACKFLIP) {
this->marker->propPtr->unk8_3 = FALSE;
func_80335924(this->unk148, ASSET_22D_ANIM_NABNUT_BACKFLIP, 0.2f, 3.13f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, ASSET_22D_ANIM_NABNUT_BACKFLIP, 0.2f, 3.13f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
func_80324E38(0.0f, 3);
timed_setStaticCameraToNode(0.0f, 0xB);
func_80311480(0xCCC, 0x20, this->position, NULL, NULL, NULL);
}
if (next_state == NABNUT_STATE_4_THANK_PLAYER) {
func_80335924(this->unk148, ASSET_22E_ANIM_NABNUT_STAND, 0.2f, 3.53f);
func_80335A8C(this->unk148, 1);
skeletalAnim_set(this->unk148, ASSET_22E_ANIM_NABNUT_STAND, 0.2f, 3.53f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
func_802C8F70(this->yaw - 40.0f);
jiggySpawn(JIGGY_4A_CCW_NABNUT, this->position);
}
if (next_state == NABNUT_STATE_5_EXIT) {
func_80335924(this->unk148, ASSET_22F_ANIM_NABNUT_RUN, 0.2f, 0.34f);
skeletalAnim_set(this->unk148, ASSET_22F_ANIM_NABNUT_RUN, 0.2f, 0.34f);
}
if (next_state == NABNUT_STATE_6_DESPAWN) {
@@ -88,17 +88,17 @@ Actor *chnabnut_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
func_8033A45C(9, 0);
func_8033A45C(0xA, 1);
if (this->state == 1) {
temp_f2 = func_80335684(this->unk148);
temp_f2 = skeletalAnim_getProgress(this->unk148);
if ((0.116 <= temp_f2) && (temp_f2 <= 0.32)) {
sp24 = this->unk130;
this->unk130 = NULL;
func_8033A45C(1, 4);
out = func_80325888(marker, gfx, mtx, vtx);
out = actor_draw(marker, gfx, mtx, vtx);
out->unk130 = sp24;
return out;
}
}
return func_80325888(marker, gfx, mtx, vtx);
return actor_draw(marker, gfx, mtx, vtx);
}
void func_8038BC50(f32 dst[3]){
@@ -154,10 +154,10 @@ void chnabnut_update(Actor *this) {
}
}
}
if ((this->state == NABNUT_STATE_3_BACKFLIP) && (func_80335794(this->unk148) > 0)) {
if ((this->state == NABNUT_STATE_3_BACKFLIP) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
chnabnut_setState(this, NABNUT_STATE_4_THANK_PLAYER);
}
if ((this->state == NABNUT_STATE_4_THANK_PLAYER) && (func_80335794(this->unk148) > 0)) {
if ((this->state == NABNUT_STATE_4_THANK_PLAYER) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
chnabnut_setState(this, NABNUT_STATE_5_EXIT);
}
if (this->state == NABNUT_STATE_5_EXIT) {