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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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14 changed files with 310 additions and 262 deletions
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@ -284,7 +284,7 @@ void Play_Init(GameState* thisx) {
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Effect_InitContext(this);
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EffectSs_InitInfo(this, 0x55);
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CollisionCheck_InitContext(this, &this->colChkCtx);
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AnimationContext_Reset(&this->animationCtx);
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AnimTaskQueue_Reset(&this->animTaskQueue);
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Cutscene_InitContext(this, &this->csCtx);
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if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
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@ -454,7 +454,7 @@ void Play_Init(GameState* thisx) {
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gSaveContext.seqId = this->sequenceCtx.seqId;
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gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
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func_8002DF18(this, GET_PLAYER(this));
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AnimationContext_Update(this, &this->animationCtx);
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AnimTaskQueue_Update(this, &this->animTaskQueue);
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gSaveContext.respawnFlag = 0;
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#if OOT_DEBUG
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@ -883,7 +883,7 @@ void Play_Update(PlayState* this) {
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isPaused = IS_PAUSED(&this->pauseCtx);
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PLAY_LOG(3555);
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AnimationContext_Reset(&this->animationCtx);
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AnimTaskQueue_Reset(&this->animTaskQueue);
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if (!OOT_DEBUG) {}
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@ -1000,7 +1000,7 @@ void Play_Update(PlayState* this) {
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Interface_Update(this);
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PLAY_LOG(3765);
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AnimationContext_Update(this, &this->animationCtx);
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AnimTaskQueue_Update(this, &this->animTaskQueue);
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PLAY_LOG(3771);
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SfxSource_UpdateAll(this);
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