animation struct documentation
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@@ -30,8 +30,8 @@ void func_803883B0(Actor *this, s32 arg1){
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local->unk5 = 0;
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if(arg1 == 2){
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FUNC_8030E624(SFX_66_BIRD_AUUGHH, 0.6f, 32675);
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func_80335924(this->unk148, 0x137, 0.0f, 0.8f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, 0x137, 0.0f, 0.8f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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this->state = arg1;
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}
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@@ -57,7 +57,7 @@ Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
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}
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if(local->unk4){
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sp5C = func_803356A0(actor->unk148);
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sp5C = skeletalAnim_getBoneTransformList(actor->unk148);
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sp40[0] = 0.0f;
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sp40[1] = local->unk0;
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sp40[2] = 0.0f;
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@@ -74,11 +74,11 @@ Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
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sp34[1] = 0.0f;
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sp34[2] = local->unkC/200.0f;
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func_8033A968(sp5C, 0x12, sp34);
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func_80335918(actor->unk148);
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skeletalAnim_func_80335918(actor->unk148);
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}
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func_8033A45C(3, (0.0f < local->unk8)? 1 : 0);
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func_8033A45C(4, (0.0f < local->unk8)? 1 : 0);
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func_80325888(marker, gdl, mptr, vtx);
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actor_draw(marker, gdl, mptr, vtx);
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local->unk4 = actor->marker->unk14_21;
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return actor;
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}
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@@ -162,7 +162,7 @@ void func_80388620(Actor *this){
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}//L80388AB8
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if(this->state == 2){
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func_8033568C(this->unk148, &sp4C, &sp48);
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skeletalAnim_getProgressRange(this->unk148, &sp4C, &sp48);
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if(0.6 <= sp48)
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tmp_f2 = 1.0 - 2*(sp48 - 0.6);
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else
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@@ -177,7 +177,7 @@ void func_80388620(Actor *this){
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FUNC_8030E8B4(SFX_20_METAL_CLANK_1, 1.0f, 32000, this->position, 500, 2500);
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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_803883B0(this, 1);
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}//L80388BB0
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}
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