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