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

@@ -13,7 +13,7 @@ typedef struct {
void func_8038C7A8(Actor *this);
/* .data */
ActorInfo D_8038F460 = { 0x1BC, 0x2A9, 0x48E, 0x0, NULL, func_8038C7A8, NULL, func_80325888, 0, 0, 0.8f, 0};
ActorInfo D_8038F460 = { 0x1BC, 0x2A9, 0x48E, 0x0, NULL, func_8038C7A8, NULL, actor_draw, 0, 0, 0.8f, 0};
/* .code */
void CCW_func_8038C5D0(ActorMarker* marker) {
@@ -31,9 +31,9 @@ void CCW_func_8038C6A0(Actor *this, s32 next_state) {
local = (ActorLocal_CCW_61E0 *)&this->local;
if (next_state == 1) {
func_80335924(this->unk148, 0x25B, 0.0f, 1.0f);
func_80335800(this->unk148, 0.5f, CCW_func_8038C5D0, this->marker);
func_80335800(this->unk148, 0.7f, CCW_func_8038C638, this->marker);
skeletalAnim_set(this->unk148, 0x25B, 0.0f, 1.0f);
skeletalAnim_setCallback_1(this->unk148, 0.5f, CCW_func_8038C5D0, this->marker);
skeletalAnim_setCallback_1(this->unk148, 0.7f, CCW_func_8038C638, this->marker);
}
if (next_state == 3) {
local->unk0[0] = this->position[0];