animation struct documentation
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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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