animation struct documentation
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@@ -58,26 +58,26 @@ void chGobi3_setState(Actor *this, s32 next_state){
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if(next_state == 2){
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this->marker->propPtr->unk8_3 = TRUE;
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func_80335924(this->unk148, ASSET_F4_ANIM_GOBI_IDLE, 0.5f, 12.0f);
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skeletalAnim_set(this->unk148, ASSET_F4_ANIM_GOBI_IDLE, 0.5f, 12.0f);
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}
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if(next_state == 3){
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func_80324E38(0.0f, 3);
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timedFunc_set_1(0.02f, (GenMethod_1)__chGobi3_func_80388270, (s32)this);
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timedFunc_set_1(0.02f, (GenFunction_1)__chGobi3_func_80388270, (s32)this);
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timed_setStaticCameraToNode(0.1f, 0x12);
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timed_playSfx(0.2f, SFX_4C_LIP_SMACK, 1.0f, 32000);
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timedFunc_set_1(0.2f, (GenMethod_1)__chGobi3_spawnHoneyComb, (s32)this);
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func_80335924(this->unk148, ASSET_FC_ANIM_GOBI_SPITTING, 0.2f, 1.0f);
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timedFunc_set_1(0.2f, (GenFunction_1)__chGobi3_spawnHoneyComb, (s32)this);
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skeletalAnim_set(this->unk148, ASSET_FC_ANIM_GOBI_SPITTING, 0.2f, 1.0f);
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}
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if(next_state == 5){
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func_80335924(this->unk148, 0xd9, 0.5f, 4.0f);
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skeletalAnim_set(this->unk148, 0xd9, 0.5f, 4.0f);
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func_80311480(ASSET_A77_TEXT_GOBI3_DONE, 0xe, this->position, this->marker, __chGobi3_runaway, NULL);
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}
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if(next_state == 4){
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this->marker->propPtr->unk8_3 = FALSE;
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func_80335924(this->unk148, ASSET_F8_ANIM_GOBI_RUNNING, 0.3f, 0.71f);
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skeletalAnim_set(this->unk148, ASSET_F8_ANIM_GOBI_RUNNING, 0.3f, 0.71f);
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}
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if(next_state == 6){
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@@ -86,7 +86,7 @@ void chGobi3_setState(Actor *this, s32 next_state){
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if(next_state == 7){
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FUNC_8030E8B4(SFX_84_GOBI_CRYING, 0.9f, 20000, this->position, 1500, 2500);
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func_80335924(this->unk148, ASSET_242_ANIM_GOBI_RELAXING, 0.2f, 0.5f);
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skeletalAnim_set(this->unk148, ASSET_242_ANIM_GOBI_RELAXING, 0.2f, 0.5f);
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}
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this->state = next_state;
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@@ -97,7 +97,7 @@ Actor *chGobi3_draw(ActorMarker *this_marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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if(this->state == 0 || this->state == 1) return this;
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return func_80325888(this_marker, gfx, mtx, vtx);
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return actor_draw(this_marker, gfx, mtx, vtx);
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}
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void chGobi3_ow(ActorMarker *this_marker, ActorMarker *other_marker){
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@@ -138,7 +138,7 @@ void chGobi3_update(Actor *this){
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}
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if(this->state == 3){
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if(func_80335794(this->unk148) > 0)
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if(skeletalAnim_getLoopCount(this->unk148) > 0)
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chGobi3_setState(this, 5);
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}
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@@ -149,7 +149,7 @@ void chGobi3_update(Actor *this){
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}
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if(this->state == 7){
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if(func_80335794(this->unk148) > 0)
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if(skeletalAnim_getLoopCount(this->unk148) > 0)
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chGobi3_setState(this, 2);
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}
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