animation struct documentation
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@@ -44,7 +44,7 @@ Actor *func_8038F210(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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if(func_8038BFA0() || this->unk38_31)
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return this;
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return func_80325888(marker, gfx, mtx, vtx);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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@@ -107,7 +107,7 @@ void func_8038F454(Actor *this){
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actor_loopAnimation(this);
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timed_setStaticCameraToNode(0.0f, 0x2e);
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func_80324DBC(0.0f, 0xc1b, 0x2a, this->position, this->marker, func_8038F330, NULL);
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timedFunc_set_1(2.5f, (GenMethod_1)func_8038F3F4, (s32)this->marker);
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timedFunc_set_1(2.5f, (GenFunction_1)func_8038F3F4, (s32)this->marker);
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}
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else{
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func_8038F2B8(this);
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@@ -204,7 +204,7 @@ void FP_func_8038F7AC(Actor *this){
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this->position[0] = local->unkC[0];\
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this->position[1] = local->unkC[1];\
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this->position[2] = local->unkC[2];
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__spawnQueue_add_1((GenMethod_1)FP_func_8038F758, reinterpret_cast(s32, this->marker));
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__spawnQueue_add_1((GenFunction_1)FP_func_8038F758, reinterpret_cast(s32, this->marker));
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local->unk30 = FALSE;
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}
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}//L8038F910
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