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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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@ -392,7 +392,7 @@ s32 EnRu1_UpdateSkelAnime(EnRu1* this) {
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void func_80AEB364(EnRu1* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80AEB3A4(EnRu1* this, PlayState* play) {
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@ -463,7 +463,7 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) {
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if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
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AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
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}
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}
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@ -474,7 +474,7 @@ void func_80AEB738(EnRu1* this, PlayState* play) {
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skelAnime->prevTransl = skelAnime->jointTable[0];
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if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
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AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
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}
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}
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