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

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