animation struct documentation
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@@ -50,13 +50,13 @@ void func_8038C760(Actor *this, s32 arg1){
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timed_setStaticCameraToNode(0.0f, 8);
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if(arg1 < 3){
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timed_setStaticCameraToNode(3.5f, arg1 + 0x15);
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timedFunc_set_3(3.5f, (GenMethod_3)fileProgressFlag_setN, FILEPROG_F8_KING_SANDYBUTT_PYRAMID_STATE, arg1, 2);
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timedFunc_set_3(3.5f, (GenFunction_3)fileProgressFlag_setN, FILEPROG_F8_KING_SANDYBUTT_PYRAMID_STATE, arg1, 2);
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timed_exitStaticCamera(6.5f);
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func_80324E38(6.5f, 0);
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}
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else{
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timedFunc_set_2(3.5f, (GenMethod_2)func_8025A6EC, COMUSIC_2D_PUZZLE_SOLVED_FANFARE, 0x7fff);
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timedFunc_set_3(3.5f, (GenMethod_3)fileProgressFlag_setN, FILEPROG_F8_KING_SANDYBUTT_PYRAMID_STATE, arg1, 2);
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timedFunc_set_2(3.5f, (GenFunction_2)func_8025A6EC, COMUSIC_2D_PUZZLE_SOLVED_FANFARE, 0x7fff);
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timedFunc_set_3(3.5f, (GenFunction_3)fileProgressFlag_setN, FILEPROG_F8_KING_SANDYBUTT_PYRAMID_STATE, arg1, 2);
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timed_exitStaticCamera(6.0f);
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func_80324E38(6.0f, 0);
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}
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@@ -86,9 +86,9 @@ void func_8038C8A0(Actor *this, s32 next_state){
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}//L8038C9B8
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if(next_state == 2){
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func_80335924(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 1.0f, 3.0f);
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func_80335A74(this->unk148, 0.27f);
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func_80335A8C(this->unk148, 4);
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skeletalAnim_set(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 1.0f, 3.0f);
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skeletalAnim_setProgress(this->unk148, 0.27f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
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local->unkC = 0.0f;
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local->unk18[0] = this->position_x;
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local->unk18[1] = this->position_y;
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@@ -101,22 +101,22 @@ void func_8038C8A0(Actor *this, s32 next_state){
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if(next_state == 3){
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local->unk24 = 3.0f;
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func_80335924(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 1.0f, 3.0f);
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func_80335A74(this->unk148, 0.27f);
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func_80335A8C(this->unk148, 4);
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skeletalAnim_set(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 1.0f, 3.0f);
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skeletalAnim_setProgress(this->unk148, 0.27f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
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}//L8038CAB4
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if(this->state == 3){
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func_80335924(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 0.5f, 3.0f);
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func_80335A74(this->unk148, 0.99f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 0.5f, 3.0f);
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skeletalAnim_setProgress(this->unk148, 0.99f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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if(next_state == 4 || next_state == 5)
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FUNC_8030E8B4(SFX_DE_WOOD_SQUEAK, 1.0f, 32675, this->position, 500, 1500);
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}//L8038CB20
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if(next_state == 6){
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func_80324E38(0.0f, 3);
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func_80335924(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 0.0f, 3.0f);
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skeletalAnim_set(this->unk148, ASSET_F0_ANIM_MINI_SHPYNX_EATING, 0.0f, 3.0f);
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func_8025A6EC(COMUSIC_2B_DING_B, 28000);
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}
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@@ -142,7 +142,7 @@ void func_8038C8A0(Actor *this, s32 next_state){
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Actor *func_8038CC40(ActorMarker *this_marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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Actor *this = marker_getActor(this_marker);
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if(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 func_8038CC98(Actor *this){
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@@ -250,7 +250,7 @@ void func_8038CC98(Actor *this){
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}//L8038D110
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if(this->state == 6){
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func_8033568C(this->unk148, &sp58, &sp54);
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skeletalAnim_getProgressRange(this->unk148, &sp58, &sp54);
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if(sp58 < 0.28 && 0.28 <= sp54){
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FUNC_8030E624(SFX_4C_LIP_SMACK, 1.0f, 28000);
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}
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