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

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