animation struct documentation
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@@ -18,18 +18,18 @@ ActorInfo chTrunker = {
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void __chTrucker_setState(Actor *this, s32 next_state){
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this->state = next_state;
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if(this->state == 1){
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func_80335924(this->unk148, ASSET_FE_ANIM_TRUCKER_SHORT, 0.1f, 2.5f);
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skeletalAnim_set(this->unk148, ASSET_FE_ANIM_TRUCKER_SHORT, 0.1f, 2.5f);
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}
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if(this->state == 2){
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func_80335924(this->unk148, ASSET_FF_ANIM_TRUCKER_GROW, 0.1f, 2.5f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_FF_ANIM_TRUCKER_GROW, 0.1f, 2.5f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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if(this->state == 3){
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func_80335924(this->unk148, ASSET_FF_ANIM_TRUCKER_GROW, 0.0f, 2.5f);
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func_80335A74(this->unk148, 0.999f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_FF_ANIM_TRUCKER_GROW, 0.0f, 2.5f);
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skeletalAnim_setProgress(this->unk148, 0.999f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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}
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@@ -40,7 +40,7 @@ Actor *chTrucker_draw(ActorMarker *this_marker, Gfx **gfx, Mtx **mtx, Vtx **vtx)
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if(this->state == 0) return this;
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this = func_80325888(this_marker, gfx, mtx, vtx);
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this = actor_draw(this_marker, gfx, mtx, vtx);
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sp38[0] = this->position_x - 150.0f;
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sp38[1] = this->position_y + 2.0f;
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sp38[2] = this->position_z - 170.0f;
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@@ -82,7 +82,7 @@ void chTrucker_update(Actor *this){
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sp28 = 2;
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}
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if(this->state == 2 && func_80335794(this->unk148) > 0){
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if(this->state == 2 && skeletalAnim_getLoopCount(this->unk148) > 0){
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sp28 = 3;
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}
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