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

@@ -15,7 +15,7 @@ void func_8038CFB4(Actor *this);
ActorInfo D_8038F4D0 = {
0x1BE, 0x2AB, 0x48F,
0x0, NULL,
func_8038CFB4, func_8038CFB4, func_80325888,
func_8038CFB4, func_8038CFB4, actor_draw,
0, 0, 2.2f, 0
};
@@ -55,17 +55,17 @@ void func_8038CEB0(Actor *this, s32 next_state) {
ActorProp *temp_v0;
if (next_state == 1) {
func_80335924(this->unk148, 0x1A6, 0.2f, 4.5f);
skeletalAnim_set(this->unk148, 0x1A6, 0.2f, 4.5f);
}
if (next_state == 2) {
this->marker->propPtr->unk8_3 = FALSE;
func_80335924(this->unk148, 0x1A7, 0.2f, 3.0f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, 0x1A7, 0.2f, 3.0f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
func_80311480(0xCD0, 0x24, NULL, NULL, NULL, NULL);
}
if (next_state == 3) {
func_80335924(this->unk148, 0x1A8, 0.2f, 0.5f);
func_80335A8C(this->unk148, 1);
skeletalAnim_set(this->unk148, 0x1A8, 0.2f, 0.5f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
}
if (next_state == 4) {
marker_despawn(this->marker);
@@ -104,7 +104,7 @@ void func_8038CFB4(Actor *this) {
}
if (phi_s0 != NULL) {
func_8033568C(this->unk148, &sp70, &sp6C);
skeletalAnim_getProgressRange(this->unk148, &sp70, &sp6C);
while(phi_s0->unk0 > 0.0f){
if (((sp70 < phi_s0->unk0) || (sp6C < sp70)) && (phi_s0->unk0 <= sp6C)) {
func_8030E878(phi_s0->unk8, randf2(phi_s0->unk4 - 0.05, phi_s0->unk4 + 0.05), randi2(phi_s0->unkA - 200, phi_s0->unkA + 100), this->position, 500.0f, 1500.0f);
@@ -127,7 +127,7 @@ void func_8038CFB4(Actor *this) {
}
if (this->state == 2){
if((func_80335794(this->unk148) > 0)) {
if((skeletalAnim_getLoopCount(this->unk148) > 0)) {
func_8038CEB0(this, 3);
}
}