animation struct documentation
This commit is contained in:
@@ -16,7 +16,7 @@ ActorAnimationInfo chLoggoAnimations[] = {
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ActorInfo chLoggo = {
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MARKER_252_LOGGO, ACTOR_37F_LOGGO, ASSET_519_MODEL_LOGGO,
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0x1, chLoggoAnimations,
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chLoggo_update, func_80326224, func_80325888,
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chLoggo_update, func_80326224, actor_draw,
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1000, 0, 0.0f, 0
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};
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@@ -35,16 +35,16 @@ void chMotzhand_setState(Actor *this, s32 next_state){
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ActorLocal_Motzhand * local = (ActorLocal_Motzhand *) &this->local;
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if(next_state == 1 && this->state == 0){
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func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.0f, 1.8f);
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skeletalAnim_set(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.0f, 1.8f);
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func_80387410(this->position);
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}
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if(next_state == 2){
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func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.9f, 1.8f);
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skeletalAnim_set(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.9f, 1.8f);
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}
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if(next_state == 3){
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func_80335924(this->unk148, ASSET_A8_ANIM_MOTZHAND_PLAY, 0.9f, 1.8f);
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skeletalAnim_set(this->unk148, ASSET_A8_ANIM_MOTZHAND_PLAY, 0.9f, 1.8f);
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}
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if(next_state == 4){
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@@ -66,7 +66,7 @@ Actor *chMotzhand_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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if(this->state == 0 || this->state == 5)
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return this;
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func_8033A238(func_803356A0(this->unk148));
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modelRender_setBoneTransformList(skeletalAnim_getBoneTransformList(this->unk148));
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if(this->state == 4){
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modelRender_setAlpha((s32) (local->alpha * 255.0f));
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@@ -178,7 +178,7 @@ void chmotzhand_update(Actor *this){
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}//L803879A4
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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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func_80389D9C(*local->pattern_ptr);
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if(local->unk9){
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while(*local->pattern_ptr != 0xff){
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@@ -29,18 +29,18 @@ void __chnapper_setState(Actor *this, s32 next_state){
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local->unk4 = 0.0f;
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actor_collisionOff(this);
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if(next_state == 1)
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func_80335924(this->unk148, ASSET_A3_ANIM_NAPPER_ASLEEP, 0.2f, 2.5f);
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skeletalAnim_set(this->unk148, ASSET_A3_ANIM_NAPPER_ASLEEP, 0.2f, 2.5f);
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if(next_state == 2){
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func_80335924(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 0.2f, 5.0f);
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skeletalAnim_set(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 0.2f, 5.0f);
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actor_collisionOn(this);
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local->jiggy_marker->collidable = FALSE;
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local->unk8 = randf2(2.0f, 6.0f);
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}
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if(next_state == 3){
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func_80335924(this->unk148, ASSET_A5_ANIM_NAPPER_WALK, 0.2f, 1.5f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_A5_ANIM_NAPPER_WALK, 0.2f, 1.5f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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func_8030E484(SFX_41_MUMBO_ERGHHH);
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}
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@@ -50,7 +50,7 @@ void __chnapper_setState(Actor *this, s32 next_state){
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}
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if(next_state == 5){
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func_80335924(this->unk148, ASSET_A6_ANIM_NAPPER_ALERT, 2.0f, 4.0f);
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skeletalAnim_set(this->unk148, ASSET_A6_ANIM_NAPPER_ALERT, 2.0f, 4.0f);
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actor_collisionOn(this);
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local->jiggy_marker->collidable = FALSE;
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}
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@@ -90,7 +90,7 @@ Actor *chnapper_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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modelRender_setAlpha(0xdc);
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}
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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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void chnapper_update(Actor *this){
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@@ -135,7 +135,7 @@ void chnapper_update(Actor *this){
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return;
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}
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func_8033568C(this->unk148, &sp70, &sp74);
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skeletalAnim_getProgressRange(this->unk148, &sp70, &sp74);
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local->unk4 += sp68;
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if(this->state != 1){
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@@ -208,9 +208,9 @@ void chnapper_update(Actor *this){
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}//L803870F8
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if(this->state == 3){
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if(func_80335794(this->unk148) > 0){
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func_80335924(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 1.0f, 5.0f);
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func_80335A8C(this->unk148, 1);
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if(skeletalAnim_getLoopCount(this->unk148) > 0){
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skeletalAnim_set(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 1.0f, 5.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if(func_80389524())
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@@ -25,7 +25,7 @@ Actor *func_80387AA0(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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if ((actor->state == 0) || (actor->state == 1) || (actor->state == 6) || (actor->state == 2)) {
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return actor;
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}
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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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void func_80387B14(Actor *this, s32 next_state){
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@@ -34,9 +34,9 @@ void func_80387B14(Actor *this, s32 next_state){
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this->marker->unk14_20 = 0x1d1;
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if(next_state == 1 || next_state == 2){
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func_80335924(this->unk148, 0x23e, 0.0f, 2.5f);
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func_80335A74(this->unk148, 0.99f);
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func_80335A8C(this->unk148, 4);
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skeletalAnim_set(this->unk148, 0x23e, 0.0f, 2.5f);
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skeletalAnim_setProgress(this->unk148, 0.99f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
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if(this->state == 4){
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local->unk0 = randf2(0.5f, 1.0f);
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}
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@@ -55,8 +55,8 @@ void func_80387B14(Actor *this, s32 next_state){
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if(next_state == 4){
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this->marker->unk14_20 = MARKER_254_PORTRAIT_CHOMPA_A;
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func_80335924(this->unk148, 0x23e, 0.0f, 2.5f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, 0x23e, 0.0f, 2.5f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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if(this->unk100){
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func_80389484(this->unk100, tmp + 0.55);
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}
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@@ -184,7 +184,7 @@ void func_80388028(Actor *this){
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this->unk16C_4 = TRUE;
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this->unk16C_0 = TRUE;
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marker_setCollisionScripts(this->marker, NULL, MMM_func_80387CF4, func_80387D1C);
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__spawnQueue_add_1((GenMethod_1)func_80387D48, reinterpret_cast(s32, this->marker));
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__spawnQueue_add_1((GenFunction_1)func_80387D48, reinterpret_cast(s32, this->marker));
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func_80387B14(this, (this->state < 5) ? 1 : 6);
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}//L803880B4
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@@ -220,7 +220,7 @@ void func_80388028(Actor *this){
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}
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if(this->state == 4){
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func_8033568C(this->unk148, &sp44, &sp40);
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skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
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if(sp44 < 0.56 && 0.56 <= sp40){
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this->marker->unk14_20 = 0x1d1;
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}
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@@ -239,7 +239,7 @@ void func_80388028(Actor *this){
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if(sp44 < 0.9 && 0.9 <= sp40){
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func_8030E6D4(SFX_2_CLAW_SWIPE);
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}
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if(func_80335794(this->unk148) > 0){
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if(skeletalAnim_getLoopCount(this->unk148) > 0){
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func_80387B14(this, 2);
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}
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}
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@@ -62,77 +62,77 @@ ActorAnimationInfo D_8038BBE0[] = {
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ActorInfo D_8038BC28 = {
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0x9C, 0x109, 0x3CD,
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0x1, NULL,
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func_802D3D54, func_80326224, func_80325E78,
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func_802D3D54, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BC4C = {
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0x9E, 0x10B, 0x3CF,
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0x1, NULL,
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func_802D3D54, func_80326224, func_80325E78,
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func_802D3D54, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BC70 = {
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0x9A, 0xCB, 0x3CC,
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0x1, NULL,
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func_802D3D54, func_80326224, func_80325E78,
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func_802D3D54, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BC94 = {
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0xA2, 0x114, 0x3D3,
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0x1, NULL,
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func_80388BDC, func_80326224, func_80325E78,
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func_80388BDC, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BCB8 = {
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0xE7, 0x265, 0x4DA,
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0x1, NULL,
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func_80389004, func_80326224, func_80325E78,
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func_80389004, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BCDC = {
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0x9D, 0x10A, 0x3CE,
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0x1, NULL,
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func_80389004, func_80326224, func_80325E78,
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func_80389004, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BD00 = {
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0xD3, 0x191, 0x50B,
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0x1, NULL,
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func_80389060, func_80326224, func_80325E78,
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func_80389060, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BD24 = {
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0x123, 0x2E8, 0x4C0,
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0x1, NULL,
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func_803890B8, func_80326224, func_80325E78,
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func_803890B8, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BD48 = {
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0x1F2, 0x2E9, 0x4C1,
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0x1, NULL,
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func_803890B8, func_80326224, func_80325E78,
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func_803890B8, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BD6C = {
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0x1F3, 0x2EA, 0x4C2,
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0x1, NULL,
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func_803890B8, func_80326224, func_80325E78,
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func_803890B8, func_80326224, actor_drawFullDepth,
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0, 0, 0.0f, 0
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};
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ActorInfo D_8038BD90 = {
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0xFE, 0x1FD, 0x43D,
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0x1, D_8038BBE0,
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func_80388FE4, func_80326224, func_80325888,
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func_80388FE4, func_80326224, actor_draw,
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0, 0, 0.0f, 0
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};
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@@ -253,7 +253,7 @@ Actor *func_80388994(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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f32 sp78[3];
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f32 sp6C[3];
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this = func_80325E78(marker, gfx, mtx, vtx);
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this = actor_drawFullDepth(marker, gfx, mtx, vtx);
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if (marker->unk14_21 && (this->unk60 != 0.0f)) {
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func_8034A174((struct5Bs *) marker->unk44, 5, &sp84);
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func_8034A174((struct5Bs *) marker->unk44, 6, &sp78);
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@@ -58,7 +58,7 @@ ActorInfo D_8038BEFC = {
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/* .code */
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Actor *func_80389350(ActorMarker* marker, Gfx** graphics, Mtx** matrix, Vtx** vertex) {
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func_8033A45C(3, marker_getActor(marker)->unk38_31);
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return func_80325888(marker, graphics, matrix, vertex);
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return actor_draw(marker, graphics, matrix, vertex);
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}
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void func_803893A4(Actor *this){
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@@ -186,7 +186,7 @@ void func_80389910() {
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void func_803899BC(void){
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func_80324E38(0.0f, 3);
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timedFunc_set_2(0.0f, (GenMethod_2)func_8025A6EC, COMUSIC_38_MOTZAND_BEATEN, 0x7fff);
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timedFunc_set_2(0.0f, (GenFunction_2)func_8025A6EC, COMUSIC_38_MOTZAND_BEATEN, 0x7fff);
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timedFunc_set_0(2.25f, func_80389910);
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}
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@@ -14,7 +14,7 @@ ActorAnimationInfo D_8038BA50[] = {
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ActorInfo D_8038BA68 = {
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MARKER_34_CEMETARY_POT, ACTOR_25_CEMETARY_POT, ASSET_3AE_MODEL_GRAVE_FLOWER_POT,
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0x1, D_8038BA50,
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func_80387280, func_80326224, func_80325888,
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func_80387280, func_80326224, actor_draw,
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0, 0, 0.0f, 0
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};
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