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

@@ -58,7 +58,7 @@ void func_8035C080(Actor *this, s32 next_state){
local->unkD = next_state;
if(next_state == 1){
func_80335924(this->unk148, 0, 0.0f, 0.0f);
skeletalAnim_set(this->unk148, 0, 0.0f, 0.0f);
this->yaw = local->unk34[0];
}
if( next_state == 3
@@ -66,7 +66,7 @@ void func_8035C080(Actor *this, s32 next_state){
|| next_state == 7
|| next_state == 6
){
func_80335924(this->unk148, ASSET_132_ANIM_FLOTSAM_MOVE, 0.1f, 0.7f);
skeletalAnim_set(this->unk148, ASSET_132_ANIM_FLOTSAM_MOVE, 0.1f, 0.7f);
local->unk10[0] = this->position_x;
local->unk10[1] = this->position_y;
local->unk10[2] = this->position_z;
@@ -176,8 +176,8 @@ void func_8035C080(Actor *this, s32 next_state){
func_802F9EC4(sp38, this->position, 0x5dc, 0x9c4);
func_802F9F80(sp38, 0.0f, 2.0f, 2.0f);
func_802FA060(sp38, 0x6590, 0x6d60, 500.0f);
func_80335924(this->unk148, ASSET_189_ANIM_FLOTSAM_DIE, 0.1f, 4.0f);
func_80335A8C(this->unk148, 2);
skeletalAnim_set(this->unk148, ASSET_189_ANIM_FLOTSAM_DIE, 0.1f, 4.0f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
local->pCtrl_8 = particleEmitter_new(20);
particleEmitter_setSprite(local->pCtrl_8, ASSET_70E_SPRITE_SMOKE_2);
particleEmitter_setStartingFrameRange(local->pCtrl_8, 0, 7);
@@ -214,7 +214,7 @@ Actor* func_8035C71C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
if(this->state == 0) return this;
if(this->state == 8){
sp5C = func_803356A0(this->unk148);
sp5C = skeletalAnim_getBoneTransformList(this->unk148);
if(sp5C){
sp40[0] = 0.0f;
sp40[1] = 0.0f;
@@ -224,7 +224,7 @@ Actor* func_8035C71C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
sp34[0] = 1.0 - local->unk0*0.5;
sp34[1] = 1.0 - local->unk0*0.5;
sp34[2] = 1.0 - local->unk0*0.5;
func_8033A928(sp5C, 3, sp34);
boneTransformList_setBoneScale(sp5C, 3, sp34);
}
}
@@ -232,7 +232,7 @@ Actor* func_8035C71C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
func_8033A450(func_80329934());
}
func_80325888(marker, gfx, mtx, vtx);
actor_draw(marker, gfx, mtx, vtx);
if(local->pCtrl_8 && this->marker->unk14_21){
func_8034A174(func_80329934(), 5, sp28);
@@ -296,7 +296,7 @@ void func_8035C8F4(Actor *this){
ml_interpolate_vec3f(this->position, local->unk10, local->unk1C, local->unk0);
this->position_y += 100.0f*sinf(local->unk0*3.141592654);
this->yaw = local->unk0*(local->unk34[2] - local->unk34[1]) + local->unk34[1];
if(func_80335794(this->unk148) > 0){
if(skeletalAnim_getLoopCount(this->unk148) > 0){
if(ml_distance_vec3f(this->position, local->unk28) < 10.0f){
func_8035C080(this, 1);
}
@@ -326,7 +326,7 @@ void func_8035C8F4(Actor *this){
if(this->state == 8){
local->unk0 += 0.25*sp34;
if(func_80335794(this->unk148) > 0)
if(skeletalAnim_getLoopCount(this->unk148) > 0)
marker_despawn(this->marker);
}
}