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

@@ -16,7 +16,7 @@ ActorAnimationInfo chLoggoAnimations[] = {
ActorInfo chLoggo = {
MARKER_252_LOGGO, ACTOR_37F_LOGGO, ASSET_519_MODEL_LOGGO,
0x1, chLoggoAnimations,
chLoggo_update, func_80326224, func_80325888,
chLoggo_update, func_80326224, actor_draw,
1000, 0, 0.0f, 0
};

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@@ -35,16 +35,16 @@ void chMotzhand_setState(Actor *this, s32 next_state){
ActorLocal_Motzhand * local = (ActorLocal_Motzhand *) &this->local;
if(next_state == 1 && this->state == 0){
func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.0f, 1.8f);
skeletalAnim_set(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.0f, 1.8f);
func_80387410(this->position);
}
if(next_state == 2){
func_80335924(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.9f, 1.8f);
skeletalAnim_set(this->unk148, ASSET_A7_ANIM_MOTZHAND_IDLE, 0.9f, 1.8f);
}
if(next_state == 3){
func_80335924(this->unk148, ASSET_A8_ANIM_MOTZHAND_PLAY, 0.9f, 1.8f);
skeletalAnim_set(this->unk148, ASSET_A8_ANIM_MOTZHAND_PLAY, 0.9f, 1.8f);
}
if(next_state == 4){
@@ -66,7 +66,7 @@ Actor *chMotzhand_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
if(this->state == 0 || this->state == 5)
return this;
func_8033A238(func_803356A0(this->unk148));
modelRender_setBoneTransformList(skeletalAnim_getBoneTransformList(this->unk148));
if(this->state == 4){
modelRender_setAlpha((s32) (local->alpha * 255.0f));
@@ -178,7 +178,7 @@ void chmotzhand_update(Actor *this){
}//L803879A4
if(this->state == 3){
if(func_80335794(this->unk148) > 0){
if(skeletalAnim_getLoopCount(this->unk148) > 0){
func_80389D9C(*local->pattern_ptr);
if(local->unk9){
while(*local->pattern_ptr != 0xff){

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@@ -29,18 +29,18 @@ void __chnapper_setState(Actor *this, s32 next_state){
local->unk4 = 0.0f;
actor_collisionOff(this);
if(next_state == 1)
func_80335924(this->unk148, ASSET_A3_ANIM_NAPPER_ASLEEP, 0.2f, 2.5f);
skeletalAnim_set(this->unk148, ASSET_A3_ANIM_NAPPER_ASLEEP, 0.2f, 2.5f);
if(next_state == 2){
func_80335924(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 0.2f, 5.0f);
skeletalAnim_set(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 0.2f, 5.0f);
actor_collisionOn(this);
local->jiggy_marker->collidable = FALSE;
local->unk8 = randf2(2.0f, 6.0f);
}
if(next_state == 3){
func_80335924(this->unk148, ASSET_A5_ANIM_NAPPER_WALK, 0.2f, 1.5f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, ASSET_A5_ANIM_NAPPER_WALK, 0.2f, 1.5f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
func_8030E484(SFX_41_MUMBO_ERGHHH);
}
@@ -50,7 +50,7 @@ void __chnapper_setState(Actor *this, s32 next_state){
}
if(next_state == 5){
func_80335924(this->unk148, ASSET_A6_ANIM_NAPPER_ALERT, 2.0f, 4.0f);
skeletalAnim_set(this->unk148, ASSET_A6_ANIM_NAPPER_ALERT, 2.0f, 4.0f);
actor_collisionOn(this);
local->jiggy_marker->collidable = FALSE;
}
@@ -90,7 +90,7 @@ Actor *chnapper_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
modelRender_setAlpha(0xdc);
}
return func_80325888(marker, gfx, mtx, vtx);
return actor_draw(marker, gfx, mtx, vtx);
}
void chnapper_update(Actor *this){
@@ -135,7 +135,7 @@ void chnapper_update(Actor *this){
return;
}
func_8033568C(this->unk148, &sp70, &sp74);
skeletalAnim_getProgressRange(this->unk148, &sp70, &sp74);
local->unk4 += sp68;
if(this->state != 1){
@@ -208,9 +208,9 @@ void chnapper_update(Actor *this){
}//L803870F8
if(this->state == 3){
if(func_80335794(this->unk148) > 0){
func_80335924(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 1.0f, 5.0f);
func_80335A8C(this->unk148, 1);
if(skeletalAnim_getLoopCount(this->unk148) > 0){
skeletalAnim_set(this->unk148, ASSET_A4_ANIM_NAPPER_AWAKE, 1.0f, 5.0f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
}
if(func_80389524())

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@@ -25,7 +25,7 @@ Actor *func_80387AA0(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
if ((actor->state == 0) || (actor->state == 1) || (actor->state == 6) || (actor->state == 2)) {
return actor;
}
return func_80325888(marker, gfx, mtx, vtx);
return actor_draw(marker, gfx, mtx, vtx);
}
void func_80387B14(Actor *this, s32 next_state){
@@ -34,9 +34,9 @@ void func_80387B14(Actor *this, s32 next_state){
this->marker->unk14_20 = 0x1d1;
if(next_state == 1 || next_state == 2){
func_80335924(this->unk148, 0x23e, 0.0f, 2.5f);
func_80335A74(this->unk148, 0.99f);
func_80335A8C(this->unk148, 4);
skeletalAnim_set(this->unk148, 0x23e, 0.0f, 2.5f);
skeletalAnim_setProgress(this->unk148, 0.99f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
if(this->state == 4){
local->unk0 = randf2(0.5f, 1.0f);
}
@@ -55,8 +55,8 @@ void func_80387B14(Actor *this, s32 next_state){
if(next_state == 4){
this->marker->unk14_20 = MARKER_254_PORTRAIT_CHOMPA_A;
func_80335924(this->unk148, 0x23e, 0.0f, 2.5f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, 0x23e, 0.0f, 2.5f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
if(this->unk100){
func_80389484(this->unk100, tmp + 0.55);
}
@@ -184,7 +184,7 @@ void func_80388028(Actor *this){
this->unk16C_4 = TRUE;
this->unk16C_0 = TRUE;
marker_setCollisionScripts(this->marker, NULL, MMM_func_80387CF4, func_80387D1C);
__spawnQueue_add_1((GenMethod_1)func_80387D48, reinterpret_cast(s32, this->marker));
__spawnQueue_add_1((GenFunction_1)func_80387D48, reinterpret_cast(s32, this->marker));
func_80387B14(this, (this->state < 5) ? 1 : 6);
}//L803880B4
@@ -220,7 +220,7 @@ void func_80388028(Actor *this){
}
if(this->state == 4){
func_8033568C(this->unk148, &sp44, &sp40);
skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
if(sp44 < 0.56 && 0.56 <= sp40){
this->marker->unk14_20 = 0x1d1;
}
@@ -239,7 +239,7 @@ void func_80388028(Actor *this){
if(sp44 < 0.9 && 0.9 <= sp40){
func_8030E6D4(SFX_2_CLAW_SWIPE);
}
if(func_80335794(this->unk148) > 0){
if(skeletalAnim_getLoopCount(this->unk148) > 0){
func_80387B14(this, 2);
}
}

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@@ -62,77 +62,77 @@ ActorAnimationInfo D_8038BBE0[] = {
ActorInfo D_8038BC28 = {
0x9C, 0x109, 0x3CD,
0x1, NULL,
func_802D3D54, func_80326224, func_80325E78,
func_802D3D54, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BC4C = {
0x9E, 0x10B, 0x3CF,
0x1, NULL,
func_802D3D54, func_80326224, func_80325E78,
func_802D3D54, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BC70 = {
0x9A, 0xCB, 0x3CC,
0x1, NULL,
func_802D3D54, func_80326224, func_80325E78,
func_802D3D54, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BC94 = {
0xA2, 0x114, 0x3D3,
0x1, NULL,
func_80388BDC, func_80326224, func_80325E78,
func_80388BDC, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BCB8 = {
0xE7, 0x265, 0x4DA,
0x1, NULL,
func_80389004, func_80326224, func_80325E78,
func_80389004, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BCDC = {
0x9D, 0x10A, 0x3CE,
0x1, NULL,
func_80389004, func_80326224, func_80325E78,
func_80389004, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BD00 = {
0xD3, 0x191, 0x50B,
0x1, NULL,
func_80389060, func_80326224, func_80325E78,
func_80389060, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BD24 = {
0x123, 0x2E8, 0x4C0,
0x1, NULL,
func_803890B8, func_80326224, func_80325E78,
func_803890B8, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BD48 = {
0x1F2, 0x2E9, 0x4C1,
0x1, NULL,
func_803890B8, func_80326224, func_80325E78,
func_803890B8, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BD6C = {
0x1F3, 0x2EA, 0x4C2,
0x1, NULL,
func_803890B8, func_80326224, func_80325E78,
func_803890B8, func_80326224, actor_drawFullDepth,
0, 0, 0.0f, 0
};
ActorInfo D_8038BD90 = {
0xFE, 0x1FD, 0x43D,
0x1, D_8038BBE0,
func_80388FE4, func_80326224, func_80325888,
func_80388FE4, func_80326224, actor_draw,
0, 0, 0.0f, 0
};
@@ -253,7 +253,7 @@ Actor *func_80388994(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
f32 sp78[3];
f32 sp6C[3];
this = func_80325E78(marker, gfx, mtx, vtx);
this = actor_drawFullDepth(marker, gfx, mtx, vtx);
if (marker->unk14_21 && (this->unk60 != 0.0f)) {
func_8034A174((struct5Bs *) marker->unk44, 5, &sp84);
func_8034A174((struct5Bs *) marker->unk44, 6, &sp78);

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@@ -58,7 +58,7 @@ ActorInfo D_8038BEFC = {
/* .code */
Actor *func_80389350(ActorMarker* marker, Gfx** graphics, Mtx** matrix, Vtx** vertex) {
func_8033A45C(3, marker_getActor(marker)->unk38_31);
return func_80325888(marker, graphics, matrix, vertex);
return actor_draw(marker, graphics, matrix, vertex);
}
void func_803893A4(Actor *this){

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@@ -186,7 +186,7 @@ void func_80389910() {
void func_803899BC(void){
func_80324E38(0.0f, 3);
timedFunc_set_2(0.0f, (GenMethod_2)func_8025A6EC, COMUSIC_38_MOTZAND_BEATEN, 0x7fff);
timedFunc_set_2(0.0f, (GenFunction_2)func_8025A6EC, COMUSIC_38_MOTZAND_BEATEN, 0x7fff);
timedFunc_set_0(2.25f, func_80389910);
}

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@@ -14,7 +14,7 @@ ActorAnimationInfo D_8038BA50[] = {
ActorInfo D_8038BA68 = {
MARKER_34_CEMETARY_POT, ACTOR_25_CEMETARY_POT, ASSET_3AE_MODEL_GRAVE_FLOWER_POT,
0x1, D_8038BA50,
func_80387280, func_80326224, func_80325888,
func_80387280, func_80326224, actor_draw,
0, 0, 0.0f, 0
};