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Revamp "AnimationContext" Docs, now called "AnimTaskQueue" (#1941)

* start using task terminology

* more docs

* format

* cleanups

* MoveActor -> ActorMove

* missed a couple

* hopefully the last changes

* comment explaining the group change

* some review

* dragorn review

* remove accidental file

* fix matching issue, now use while loop
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fig02 2024-06-18 23:46:36 -04:00 committed by GitHub
parent 7332e8ee76
commit 06bbdf88f1
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GPG key ID: B5690EEEBB952194
14 changed files with 310 additions and 262 deletions

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@ -284,7 +284,7 @@ void Play_Init(GameState* thisx) {
Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
AnimTaskQueue_Reset(&this->animTaskQueue);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
@ -454,7 +454,7 @@ void Play_Init(GameState* thisx) {
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
func_8002DF18(this, GET_PLAYER(this));
AnimationContext_Update(this, &this->animationCtx);
AnimTaskQueue_Update(this, &this->animTaskQueue);
gSaveContext.respawnFlag = 0;
#if OOT_DEBUG
@ -883,7 +883,7 @@ void Play_Update(PlayState* this) {
isPaused = IS_PAUSED(&this->pauseCtx);
PLAY_LOG(3555);
AnimationContext_Reset(&this->animationCtx);
AnimTaskQueue_Reset(&this->animTaskQueue);
if (!OOT_DEBUG) {}
@ -1000,7 +1000,7 @@ void Play_Update(PlayState* this) {
Interface_Update(this);
PLAY_LOG(3765);
AnimationContext_Update(this, &this->animationCtx);
AnimTaskQueue_Update(this, &this->animTaskQueue);
PLAY_LOG(3771);
SfxSource_UpdateAll(this);