animation struct documentation
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@@ -232,13 +232,13 @@ void gcparade_setState(enum parade_state_e next_state) {
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break;
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case PARADE_STATE_5_WAIT_ON_NAME:
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if ((D_803830F0.parade_id == 1) && (D_803830F0.parade_element->exit >= 0)) {
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timedFunc_set_1(2.0f, (GenMethod_1)gcparade_setState, PARADE_STATE_6_NAME_DISAPPEAR);// queue state transition
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timedFunc_set_1(2.0f, (GenFunction_1)gcparade_setState, PARADE_STATE_6_NAME_DISAPPEAR);// queue state transition
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}
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break;
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case PARADE_STATE_7_GOTO_NEXT:
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D_803830F0.indx++;
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D_803830F0.parade_element++;
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timedFunc_set_1(0.25f, (GenMethod_1)gcparade_setState, (D_803830F0.indx == D_803830F0.count) ? PARADE_STATE_8_END : PARADE_STATE_3_WARP);
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timedFunc_set_1(0.25f, (GenFunction_1)gcparade_setState, (D_803830F0.indx == D_803830F0.count) ? PARADE_STATE_8_END : PARADE_STATE_3_WARP);
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break;
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case PARADE_STATE_8_END:
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func_803204E4(0x1F, 0);
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@@ -294,13 +294,13 @@ void gcparade_update(void) {
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sp34 = 0xA0;
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if (D_803830F0.parade_element->exit >= 0)
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sp34 = 0xA8;
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timedFunc_set_1(1.0f, (GenMethod_1)func_80311714, 0);
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timedFunc_set_1(1.0f, (GenFunction_1)func_80311714, 0);
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func_80324DBC(1.0f, D_803830F0.indx + 0x11AF, sp34, NULL, NULL, gcparade_textCallback, NULL);
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timedFunc_set_1(1.0f, (GenMethod_1)func_80311714, 1);
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timedFunc_set_1(1.0f, (GenFunction_1)func_80311714, 1);
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} else if (D_803830F0.parade_element->exit >= 0) {
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func_8028F918(2);
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}
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timedFunc_set_1(1.0f, (GenMethod_1)gcparade_setState, PARADE_STATE_4_NAME_APPEAR);
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timedFunc_set_1(1.0f, (GenFunction_1)gcparade_setState, PARADE_STATE_4_NAME_APPEAR);
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D_803830F0.unk5 = 1;
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}
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}
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@@ -222,7 +222,7 @@ void gctransition_draw(Gfx **gdl, Mtx **mptr, Vtx **vptr){
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if(D_80382430.animctrl != NULL){
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gDPSetTextureFilter((*gdl)++, G_TF_POINT);
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gDPSetColorDither((*gdl)++, G_CD_DISABLE);
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func_8028781C(D_80382430.animctrl, sp58, 1);
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animctrl_drawSetup(D_80382430.animctrl, sp58, 1);
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modelRender_setDepthMode(MODEL_RENDER_DEPTH_FULL);
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}
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if(D_80382430.unk8 == 1 || D_80382430.unk8 == 6){
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@@ -843,7 +843,7 @@ void func_803163A8(gczoombox_t *this, Gfx **gfx, Mtx **mtx) {
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func_8033A308(sp44);
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modelRender_setDepthMode(MODEL_RENDER_DEPTH_NONE);
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if (this->anim_ctrl != NULL) {
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func_8028781C(this->anim_ctrl, sp50, 1);
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animctrl_drawSetup(this->anim_ctrl, sp50, 1);
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}
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modelRender_draw(gfx, mtx, sp50, sp5C, this->unk198 * sp34, sp38, this->model);
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}
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