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

@@ -72,8 +72,8 @@ void RBB_func_8038B0B8(Actor *this, s32 arg1){
this->state = arg1;
if(this->state == 2){
func_80335924(this->unk148, local->unk0->unk12, 0.0f, 0.5f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, local->unk0->unk12, 0.0f, 0.5f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
timed_playSfx(0.1f, local->unk0->unk14, 1.0f, 0x7d00);
other = partEmitMgr_newEmitter(0xa);
particleEmitter_setSprite(other, ASSET_70E_SPRITE_SMOKE_2);
@@ -105,13 +105,13 @@ Actor *func_8038B230(ActorMarker *marker, Gfx** gdl, Mtx** mptr, s32 arg3){
return actor;
if(actor->state == 2){
func_8033A238(func_803356A0(actor->unk148));
modelRender_setBoneTransformList(skeletalAnim_getBoneTransformList(actor->unk148));
}
sp3C[0] = actor->pitch;
sp3C[1] = actor->yaw;
sp3C[2] = actor->roll;
modelRender_preDraw(&func_803253A0, actor);
modelRender_preDraw(&actor_predrawMethod, actor);
func_8033A450(func_80329934());
modelRender_draw(gdl, mptr, &actor->position, &sp3C, actor->scale, NULL, func_80330B1C(marker));
func_8034A174(func_80329934(), 5, &local->unk4);
@@ -146,7 +146,7 @@ void func_8038B340(Actor * this){
}
if(this->state == 2){
if( func_80335794(this->unk148) > 0 )
if( skeletalAnim_getLoopCount(this->unk148) > 0 )
RBB_func_8038B0B8(this, 1);
}
}