animation struct documentation
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@@ -2,7 +2,6 @@
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#include "functions.h"
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#include "variables.h"
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extern void func_80335A8C(Struct80s *, s32);
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extern f32 func_8025715C(f32, f32);
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extern f32 func_802575BC(f32);
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extern void ml_interpolate_vec3f(f32[3], f32[3], f32[3], f32);
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@@ -115,8 +114,8 @@ void func_80357F0C(Actor *this, s32 next_state) {
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local = (ActorLocal_core2_D0CA0 *)&this->local;
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if (this->state == 0) {
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func_80335924(this->unk148, 0x23A, 0.0f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x23A, 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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@@ -126,8 +125,8 @@ void func_80357F0C(Actor *this, s32 next_state) {
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local->unk28 = randf2(0.0f, 2.0f);
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}
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if (this->state == 2) {
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func_80335924(this->unk148, 0x23A, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x23A, 0.3f, 0.45f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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for(var_s0 = 0; var_s0 < 10; var_s0++){
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sp54[0] = this->position[0];
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sp54[1] = this->position[1];
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@@ -154,8 +153,8 @@ void func_80357F0C(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, 0x23A, 0.4f, 1.0f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x23A, 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->unk39 = 0;
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local->unk28 = 2.0f;
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@@ -168,8 +167,8 @@ void func_80357F0C(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, 0x23D, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, 0x23D, 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->unk39 = 0;
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}
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@@ -214,7 +213,7 @@ Actor *func_80358344(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_80358490(Actor *this) {
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@@ -364,10 +363,10 @@ void func_80358684(Actor *this) {
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if (this->state == 2) {
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local->unk39 = 1;
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} else if (this->state == 3) {
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if (func_8033567C(this->unk148) != 0x23B) {
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func_80335924(this->unk148, 0x23B, 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) != 0x23B) {
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skeletalAnim_set(this->unk148, 0x23B, 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->unk39 = 1U;
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}
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}
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@@ -396,13 +395,13 @@ void func_80358684(Actor *this) {
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sp70 = func_802575BC(local->unk4);
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ml_interpolate_vec3f(this->position, local->unk8, local->unk18, sp70);
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this->yaw = local->unk14 + (sp70 * (local->unk24 - local->unk14));
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if ((func_8033567C(this->unk148) == 0x23B) && (func_80335794(this->unk148) > 0)) {
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func_80335924(this->unk148, 0x23C, 0.1f, 0.45f);
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func_80335A8C(this->unk148, 1);
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if ((skeletalAnim_getAnimId(this->unk148) == 0x23B) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
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skeletalAnim_set(this->unk148, 0x23C, 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->unk39 == 0) || ((func_8033567C(this->unk148) == 0x23C) && (0.7 <= (f64) local->unk4))) {
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func_80335924(this->unk148, 0x23A, 0.3f, 0.45f);
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func_80335A8C(this->unk148, 1);
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if ((local->unk39 == 0) || ((skeletalAnim_getAnimId(this->unk148) == 0x23C) && (0.7 <= (f64) local->unk4))) {
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skeletalAnim_set(this->unk148, 0x23A, 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 (0.0f <= local->unk4 - 0.2) {
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@@ -450,7 +449,7 @@ void func_80358684(Actor *this) {
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this->yaw += 10.0f * sp88;
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}
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if (this->state == 6) {
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if (func_8033567C(this->unk148) == 0x23D) {
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if (skeletalAnim_getAnimId(this->unk148) == 0x23D) {
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sp3C[0] = this->position[0] - sp94[0];
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sp3C[1] = this->position[1] - sp94[1];
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sp3C[2] = this->position[2] - sp94[2];
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@@ -467,7 +466,7 @@ void func_80358684(Actor *this) {
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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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next_state = 7;
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}
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}
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