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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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14 changed files with 310 additions and 262 deletions

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