animation struct documentation
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@@ -7,7 +7,6 @@ extern f32 func_802575BC(f32);
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extern f32 func_80309B24(f32[3]);
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extern void func_8030DBB4(u8, f32);
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extern void func_802CC340(Actor *, f32[3]);
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extern void func_80335A8C(void *, s32);
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extern bool func_80320DB0(f32[3], f32, f32[3], u32);
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typedef struct {
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@@ -148,8 +147,8 @@ void func_802CC640(Actor *this, s32 next_state) {
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local = (ActorLocal_Core2_45310 *)&this->local;
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if (this->state == 0) {
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func_80335924(this->unk148, 0xF9, 0.0f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0xF9, 0.0f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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this->state = next_state;
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local->unk36 = 0;
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@@ -160,8 +159,8 @@ void func_802CC640(Actor *this, s32 next_state) {
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}
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if (this->state == 2) {
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func_80335924(this->unk148, 0xF9, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0xF9, 0.3f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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for(phi_s0 = 0; phi_s0 < 10; phi_s0++){
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sp54[0] = this->position[0];
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sp54[1] = (f32) local->unk30[1];
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@@ -190,8 +189,8 @@ void func_802CC640(Actor *this, s32 next_state) {
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if (this->state == 5) {
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func_8028F55C(1, this->marker);
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FUNC_8030E624(SFX_1F_HITTING_AN_ENEMY_3, 1.2f, 32200);
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func_80335924(this->unk148, 0xF9, 0.4f, 1.0f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0xF9, 0.4f, 1.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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timed_playSfx(0.8f, 0x3FC, randf2(0.97f, 1.05f), 32000);
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local->unk3A = 0;
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local->unk28 = 2.0f;
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@@ -206,8 +205,8 @@ void func_802CC640(Actor *this, s32 next_state) {
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this->marker->collidable = FALSE;
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this->unk10_1 = FALSE;
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FUNC_8030E624(SFX_1F_HITTING_AN_ENEMY_3, 1.2f, 32200);
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func_80335924(this->unk148, 0x110, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x110, 0.3f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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local->unk36 = 0x3E8;
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local->unk3A = 0;
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}
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@@ -254,7 +253,7 @@ Actor *func_802CCA7C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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} else {
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this->alpha_124_19 = 0xff;
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}
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return func_80325888(marker, gfx, mtx, vtx);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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void func_802CCBC8(Actor *this) {
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@@ -379,10 +378,10 @@ void func_802CCC5C(Actor *this) {
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if (this->state == 2) {
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local->unk3A = 1;
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} else if (this->state == 3) {
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if (func_8033567C(this->unk148) != 0x10E) {
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func_80335924(this->unk148, 0x10E, 0.2f, 0.75f);
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func_80335A8C(this->unk148, 2);
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} else if (0.575 <= func_80335684(this->unk148)) {
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if (skeletalAnim_getAnimId(this->unk148) != 0x10E) {
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skeletalAnim_set(this->unk148, 0x10E, 0.2f, 0.75f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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} else if (0.575 <= skeletalAnim_getProgress(this->unk148)) {
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local->unk3A = 1;
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}
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}
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@@ -413,14 +412,14 @@ void func_802CCC5C(Actor *this) {
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sp9C = func_802575BC(local->unk4);
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ml_interpolate_vec3f(this->position, local->unk8, local->unk18, sp9C);
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this->yaw = local->unk14 + (sp9C * (local->unk24 - local->unk14));
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if ((func_8033567C(this->unk148) == 0x10E) && (func_80335794(this->unk148) > 0)) {
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func_80335924(this->unk148, 0x10F, 0.1f, 0.45f);
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func_80335A8C(this->unk148, 1);
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if ((skeletalAnim_getAnimId(this->unk148) == 0x10E) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
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skeletalAnim_set(this->unk148, 0x10F, 0.1f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if( (local->unk3A == 0)
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|| ((func_8033567C(this->unk148) == 0x10F) && (0.7 <= local->unk4))) {
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func_80335924(this->unk148, 0xF9, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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|| ((skeletalAnim_getAnimId(this->unk148) == 0x10F) && (0.7 <= local->unk4))) {
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skeletalAnim_set(this->unk148, 0xF9, 0.3f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if (this->state == 3) {
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if (0.2 <= local->unk4) {
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@@ -490,7 +489,7 @@ void func_802CCC5C(Actor *this) {
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this->yaw += 10.0f * spB8;
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}
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if (this->state == 6) {
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if (func_8033567C(this->unk148) == 0x110) {
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if (skeletalAnim_getAnimId(this->unk148) == 0x110) {
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sp40[0] = this->position[0] - spC4[0];
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sp40[1] = this->position[1] - spC4[1];
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sp40[2] = this->position[2] - spC4[2];
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@@ -503,12 +502,12 @@ void func_802CCC5C(Actor *this) {
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local->unk36 -= 3000.0f * spB8;
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if (this->position[1] < func_80309724(this->position)) {
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this->position[1] = func_80309724(this->position);
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func_80335924(this->unk148, 0x111, 0.1f, 1.0f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, 0x111, 0.1f, 1.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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FUNC_8030E624(SFX_1F_HITTING_AN_ENEMY_3, 1.2f, 32200);
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timed_playSfx(0.1f, SFX_66_BIRD_AUUGHH, 1.6f, 32000);
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}
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} else if (func_80335794(this->unk148) > 0) {
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} else if (skeletalAnim_getLoopCount(this->unk148) > 0) {
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spBC = 7;
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}
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}
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