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

@@ -5,13 +5,13 @@
void func_8038D9E0(Actor *this);
/* .data */
ActorInfo D_8038F6F0 = { 0x1C3, 0x30C, 0x4E4, 0x0, NULL, func_8038D9E0, NULL, func_80325888, 0, 0, 0.0f, 0};
ActorInfo D_8038F6F0 = { 0x1C3, 0x30C, 0x4E4, 0x0, NULL, func_8038D9E0, NULL, actor_draw, 0, 0, 0.0f, 0};
/* .code */
void func_8038D960(Actor *this, s32 next_state) {
if (next_state == 1) {
func_80335924(this->unk148, 0x21C, 0.0f, 6.0f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, 0x21C, 0.0f, 6.0f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
}
if (next_state == 2) {
func_80326310(this);
@@ -32,7 +32,7 @@ void func_8038D9E0(Actor *this) {
}
if (this->state == 1) {
this = this;
func_8033568C(this->unk148, &sp24, &sp20);
skeletalAnim_getProgressRange(this->unk148, &sp24, &sp20);
if ((sp24 < 0.25f) && (sp20 >= 0.25f)) {
func_8038D960(this, 2);
}