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

@@ -40,9 +40,9 @@ ActorAnimationInfo D_803949B0[] ={
{0x26D, 1000000.0f},
{0x26D, 1000000.0f},
};
ActorInfo D_80394A08 = { MARKER_1EA_GRUNTLING_RED, ACTOR_367_GRUNTLING_RED, ASSET_54A_MODEL_GRUNTLING_RED, 0x1, D_803949B0, func_80390AE8, func_80326224, func_80325888, 2500, 0, 1.0f, 0};
ActorInfo D_80394A2C = { MARKER_295_GRUNTLING_BLUE, ACTOR_3BF_GRUNTLING_BLUE, ASSET_561_MODEL_GRUNTLING_BLUE, 0x1, D_803949B0, func_80390AE8, func_80326224, func_80325888, 2500, 0, 1.0f, 0};
ActorInfo D_80394A50 = { MARKER_1F1_GRUNTLING_BLACK, ACTOR_3C0_GRUNTLING_BLACK, ASSET_562_MODEL_GRUNTLING_BLACK, 0x1, D_803949B0, func_80390AE8, func_80326224, func_80325888, 2500, 0, 1.0f, 0};
ActorInfo D_80394A08 = { MARKER_1EA_GRUNTLING_RED, ACTOR_367_GRUNTLING_RED, ASSET_54A_MODEL_GRUNTLING_RED, 0x1, D_803949B0, func_80390AE8, func_80326224, actor_draw, 2500, 0, 1.0f, 0};
ActorInfo D_80394A2C = { MARKER_295_GRUNTLING_BLUE, ACTOR_3BF_GRUNTLING_BLUE, ASSET_561_MODEL_GRUNTLING_BLUE, 0x1, D_803949B0, func_80390AE8, func_80326224, actor_draw, 2500, 0, 1.0f, 0};
ActorInfo D_80394A50 = { MARKER_1F1_GRUNTLING_BLACK, ACTOR_3C0_GRUNTLING_BLACK, ASSET_562_MODEL_GRUNTLING_BLACK, 0x1, D_803949B0, func_80390AE8, func_80326224, actor_draw, 2500, 0, 1.0f, 0};
/* .code */
void func_80390890(ActorMarker *marker, ActorMarker *other_marker) {
@@ -54,7 +54,7 @@ void func_80390890(ActorMarker *marker, ActorMarker *other_marker) {
func_80328B8C(this, 5, 0.0f, 1);
actor_playAnimationOnce(this);
func_8030E878(SFX_C2_GRUBLIN_EGH, local->unkC_27*0.1 + 0.8, 32000, this->position, 1250.0f, 2500.0f);
__spawnQueue_add_4((GenMethod_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32, this->position[0]), reinterpret_cast(s32, this->position[1]), reinterpret_cast(s32, this->position[2]));
__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32, this->position[0]), reinterpret_cast(s32, this->position[1]), reinterpret_cast(s32, this->position[2]));
actor_collisionOff(this);
this->unk138_24 = TRUE;
}