animation struct documentation
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@@ -8,7 +8,7 @@ void chwhipcrack_update(Actor *this);
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ActorInfo D_80373100 = {
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MARKER_1C5_WHIPCRACK, ACTOR_30F_WHIPCRACK, ASSET_4FD_MODEL_WHIPCRACK,
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0, NULL,
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chwhipcrack_update, NULL, func_80325888,
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chwhipcrack_update, NULL, actor_draw,
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0, 0, 0.0f, 0
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};
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@@ -69,10 +69,10 @@ void __chwhipcrack_spawnSmoke(Actor *this, s32 cnt){
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void __chwhipcrack_setState(Actor *this, s32 next_state){
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if(next_state == 1)
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func_80335924(this->unk148, ASSET_22A_ANIM_WHIPCRACK_IDLE, 0.5f, 1.0f);
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skeletalAnim_set(this->unk148, ASSET_22A_ANIM_WHIPCRACK_IDLE, 0.5f, 1.0f);
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if(next_state == 2)
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func_80335924(this->unk148, ASSET_229_ANIM_WHIPCRACK_ATTACK, 0.5f, 1.0f);
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skeletalAnim_set(this->unk148, ASSET_229_ANIM_WHIPCRACK_ATTACK, 0.5f, 1.0f);
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if(next_state == 3){
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__chwhipcrack_spawnPieces(this, ASSET_4FE_MODEL_WHIPCRACK_PART_1, 4);
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@@ -113,7 +113,7 @@ void chwhipcrack_update(Actor *this){
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}
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if(this->state == 2){
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func_8033568C(this->unk148, &sp44, &sp40);
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skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
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if((sp44 < 0.13) && (0.13 <= sp40)){
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func_8030E878(SFX_69_WHIPCRACK_CREAKING, randf2(1.05f, 1.1f), 15000, this->position, 500.0f, 1000.0f);
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}
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