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

@@ -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())