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

@@ -30,8 +30,8 @@ void func_803883B0(Actor *this, s32 arg1){
local->unk5 = 0;
if(arg1 == 2){
FUNC_8030E624(SFX_66_BIRD_AUUGHH, 0.6f, 32675);
func_80335924(this->unk148, 0x137, 0.0f, 0.8f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, 0x137, 0.0f, 0.8f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
}
this->state = arg1;
}
@@ -57,7 +57,7 @@ Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
}
if(local->unk4){
sp5C = func_803356A0(actor->unk148);
sp5C = skeletalAnim_getBoneTransformList(actor->unk148);
sp40[0] = 0.0f;
sp40[1] = local->unk0;
sp40[2] = 0.0f;
@@ -74,11 +74,11 @@ Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
sp34[1] = 0.0f;
sp34[2] = local->unkC/200.0f;
func_8033A968(sp5C, 0x12, sp34);
func_80335918(actor->unk148);
skeletalAnim_func_80335918(actor->unk148);
}
func_8033A45C(3, (0.0f < local->unk8)? 1 : 0);
func_8033A45C(4, (0.0f < local->unk8)? 1 : 0);
func_80325888(marker, gdl, mptr, vtx);
actor_draw(marker, gdl, mptr, vtx);
local->unk4 = actor->marker->unk14_21;
return actor;
}
@@ -162,7 +162,7 @@ void func_80388620(Actor *this){
}//L80388AB8
if(this->state == 2){
func_8033568C(this->unk148, &sp4C, &sp48);
skeletalAnim_getProgressRange(this->unk148, &sp4C, &sp48);
if(0.6 <= sp48)
tmp_f2 = 1.0 - 2*(sp48 - 0.6);
else
@@ -177,7 +177,7 @@ void func_80388620(Actor *this){
FUNC_8030E8B4(SFX_20_METAL_CLANK_1, 1.0f, 32000, this->position, 500, 2500);
}
if(func_80335794(this->unk148) > 0)
if(skeletalAnim_getLoopCount(this->unk148) > 0)
func_803883B0(this, 1);
}//L80388BB0
}