diff --git a/assets/xml/objects/object_md.xml b/assets/xml/objects/object_md.xml
index 717443537a..d63261a66a 100644
--- a/assets/xml/objects/object_md.xml
+++ b/assets/xml/objects/object_md.xml
@@ -71,17 +71,17 @@
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c
index cb6dd965d5..28a3f3ab52 100644
--- a/src/overlays/actors/ovl_En_Md/z_en_md.c
+++ b/src/overlays/actors/ovl_En_Md/z_en_md.c
@@ -56,52 +56,52 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum EnMdAnimState {
- /* 0x0 */ ENMD_ANIM_STATE_0,
- /* 0x1 */ ENMD_ANIM_STATE_1,
- /* 0x2 */ ENMD_ANIM_STATE_2,
- /* 0x3 */ ENMD_ANIM_STATE_3,
- /* 0x4 */ ENMD_ANIM_STATE_4, // never set
- /* 0x5 */ ENMD_ANIM_STATE_5,
- /* 0x6 */ ENMD_ANIM_STATE_6,
- /* 0x7 */ ENMD_ANIM_STATE_7,
- /* 0x8 */ ENMD_ANIM_STATE_8,
- /* 0x9 */ ENMD_ANIM_STATE_9,
- /* 0xA */ ENMD_ANIM_STATE_A,
- /* 0xB */ ENMD_ANIM_STATE_B
+ /* 0x0 */ ENMD_ANIM_STATE_NONE, // no animation sequence
+ /* 0x1 */ ENMD_ANIM_STATE_AKIMBO_TO_HALT, // hands on hips, tilted head
+ /* 0x2 */ ENMD_ANIM_STATE_HALT_TO_CURIOUS, // halt gesture, tilted head
+ /* 0x3 */ ENMD_ANIM_STATE_WALK_AWAY, // halt gesture, hands on hips, walking
+ /* 0x4 */ ENMD_ANIM_STATE_TWITCH_TO_AKIMBO_UNUSED, // start walking, hands on hips; never set
+ /* 0x5 */ ENMD_ANIM_STATE_HALT_TO_AKIMBO, // halt gesture, hands on hips
+ /* 0x6 */ ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED, // hands on hips, raise them, look away
+ /* 0x7 */ ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO, // lower arms, hands on hips
+ /* 0x8 */ ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED, // tilted head, looking away
+ /* 0x9 */ ENMD_ANIM_STATE_ANNOYED_TO_HALT, // looking away, halt gesture
+ /* 0xA */ ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED, // hands on hips, looking away
+ /* 0xB */ ENMD_ANIM_STATE_STOP_WALKING // walking, akimbo
} EnMdAnimState;
typedef enum EnMdAnimIndex {
- /* 0 */ ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V1,
- /* 1 */ ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V2,
- /* 2 */ ENMD_ANIM_INDEX_RAISE_HAND_1,
- /* 3 */ ENMD_ANIM_INDEX_HALT,
- /* 4 */ ENMD_ANIM_INDEX_PUT_HAND_DOWN,
- /* 5 */ ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_1,
- /* 6 */ ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2,
- /* 7 */ ENMD_ANIM_INDEX_UNKNOWN_7,
- /* 8 */ ENMD_ANIM_INDEX_WALKING,
- /* 9 */ ENMD_ANIM_INDEX_HIPS_ON_HIPS_TRANSITION,
- /* 10 */ ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3,
- /* 11 */ ENMD_ANIM_INDEX_SLAM,
- /* 12 */ ENMD_ANIM_INDEX_RAISE_HAND_2,
- /* 13 */ ENMD_ANIM_INDEX_ANGRY_HEAD_TURN
+ /* 0 */ ENMD_ANIM_INDEX_AKIMBO_LOOP_IDLE, // hands on hips; default idle
+ /* 1 */ ENMD_ANIM_INDEX_AKIMBO_LOOP_UNUSED, // hands on hips; never set
+ /* 2 */ ENMD_ANIM_INDEX_AKIMBO_TO_HALT, // hands on hips to halt gesture
+ /* 3 */ ENMD_ANIM_INDEX_HALT_LOOP, // halt gesture
+ /* 4 */ ENMD_ANIM_INDEX_HALT_TO_CURIOUS, // halt gesture to tilted head
+ /* 5 */ ENMD_ANIM_INDEX_CURIOUS_LOOP, // tilted head
+ /* 6 */ ENMD_ANIM_INDEX_ANNOYED_LOOP, // hands on hips, looking away
+ /* 7 */ ENMD_ANIM_INDEX_AKIMBO_TO_WALK, // hands on hips to walking
+ /* 8 */ ENMD_ANIM_INDEX_WALK_LOOP, // walking
+ /* 9 */ ENMD_ANIM_INDEX_AKIMBO_TO_SURPISE, // hands on hips to slightly raised arms
+ /* 10 */ ENMD_ANIM_INDEX_AKIMBO_LOOP, // hands on hips
+ /* 11 */ ENMD_ANIM_INDEX_CURIOUS_TO_ANNOYED, // tilted head to looking away
+ /* 12 */ ENMD_ANIM_INDEX_ANNOYED_TO_HALT, // looking away to halt gesture
+ /* 13 */ ENMD_ANIM_INDEX_AKIMBO_TO_ANNOYED // hands on hips to looking away
} EnMdAnimIndex;
static AnimationInfo sAnimationInfo[] = {
- { &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, 0.0f },
- { &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f },
- { &gMidoRaiseHand1Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
- { &gMidoHaltAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
- { &gMidoPutHandDownAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
- { &gMidoAnnoyedPointedHeadIdle1Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
- { &gMidoAnnoyedPointedHeadIdle2Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
- { &gMidoAnim_92B0, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
- { &gMidoWalkingAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
- { &gMidoHandsOnHipsTransitionAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
- { &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -8.0f },
- { &gMidoSlamAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
- { &gMidoRaiseHand2Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
- { &gMidoAngryHeadTurnAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoAkimboLoopAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, 0.0f },
+ { &gMidoAkimboLoopAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f },
+ { &gMidoAkimboToHaltAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
+ { &gMidoHaltLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoHaltToCuriousAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
+ { &gMidoCuriousLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoAnnoyedLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoAkimboToWalkAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
+ { &gMidoWalkLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoAkimboToSurpriseAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
+ { &gMidoAkimboLoopAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -8.0f },
+ { &gMidoCuriousToAnnoyedAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
+ { &gMidoAnnoyedToHaltAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
+ { &gMidoAkimboToAnnoyedAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
};
void EnMd_ReverseAnimation(EnMd* this) {
@@ -114,46 +114,46 @@ void EnMd_ReverseAnimation(EnMd* this) {
this->skelAnime.playSpeed = -1.0f;
}
-void EnMd_UpdateAnimState1(EnMd* this) {
+void EnMd_UpdateAnimState_AkimboToHalt(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState2(EnMd* this) {
+void EnMd_UpdateAnimState_HaltToCurious(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_PUT_HAND_DOWN);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_TO_CURIOUS);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_1);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_CURIOUS_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState3(EnMd* this) {
+void EnMd_UpdateAnimState_WalkAway(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT);
EnMd_ReverseAnimation(this);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK);
this->animEntry++;
} else {
break;
@@ -161,130 +161,130 @@ void EnMd_UpdateAnimState3(EnMd* this) {
FALLTHROUGH;
case 2:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_WALKING);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_WALK_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState4(EnMd* this) {
+void EnMd_UpdateAnimState_TwitchToAkimbo_Unused(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState5(EnMd* this) {
+void EnMd_UpdateAnimState_HaltToAkimbo(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT);
EnMd_ReverseAnimation(this);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState6(EnMd* this) {
+void EnMd_UpdateAnimState_SurpriseToAnnoyed(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HIPS_ON_HIPS_TRANSITION);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_SURPISE);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState7(EnMd* this) {
+void EnMd_UpdateAnimState_SurpriseToAkimbo(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HIPS_ON_HIPS_TRANSITION);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_SURPISE);
EnMd_ReverseAnimation(this);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState8(EnMd* this) {
+void EnMd_UpdateAnimState_CuriousToAnnoyed(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_SLAM);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_CURIOUS_TO_ANNOYED);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimState9(EnMd* this) {
+void EnMd_UpdateAnimState_AnnoyedToHalt(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_2);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_TO_HALT);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimStateA(EnMd* this) {
+void EnMd_UpdateAnimState_AkimboToAnnoyed(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANGRY_HEAD_TURN);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_ANNOYED);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP);
this->animEntry++;
}
break;
}
}
-void EnMd_UpdateAnimStateB(EnMd* this) {
+void EnMd_UpdateAnimState_StopWalking(EnMd* this) {
switch (this->animEntry) {
case 0:
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK);
EnMd_ReverseAnimation(this);
this->animEntry++;
FALLTHROUGH;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP);
this->animEntry++;
}
break;
@@ -298,39 +298,39 @@ void EnMd_SetAnimState(EnMd* this, u8 state) {
void EnMd_UpdateAnimState(EnMd* this) {
switch (this->animState) {
- case ENMD_ANIM_STATE_1:
- EnMd_UpdateAnimState1(this);
+ case ENMD_ANIM_STATE_AKIMBO_TO_HALT:
+ EnMd_UpdateAnimState_AkimboToHalt(this);
break;
- case ENMD_ANIM_STATE_2:
- EnMd_UpdateAnimState2(this);
+ case ENMD_ANIM_STATE_HALT_TO_CURIOUS:
+ EnMd_UpdateAnimState_HaltToCurious(this);
break;
- case ENMD_ANIM_STATE_3:
- EnMd_UpdateAnimState3(this);
+ case ENMD_ANIM_STATE_WALK_AWAY:
+ EnMd_UpdateAnimState_WalkAway(this);
break;
- case ENMD_ANIM_STATE_4:
+ case ENMD_ANIM_STATE_TWITCH_TO_AKIMBO_UNUSED:
// unreachable
- EnMd_UpdateAnimState4(this);
+ EnMd_UpdateAnimState_TwitchToAkimbo_Unused(this);
break;
- case ENMD_ANIM_STATE_5:
- EnMd_UpdateAnimState5(this);
+ case ENMD_ANIM_STATE_HALT_TO_AKIMBO:
+ EnMd_UpdateAnimState_HaltToAkimbo(this);
break;
- case ENMD_ANIM_STATE_6:
- EnMd_UpdateAnimState6(this);
+ case ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED:
+ EnMd_UpdateAnimState_SurpriseToAnnoyed(this);
break;
- case ENMD_ANIM_STATE_7:
- EnMd_UpdateAnimState7(this);
+ case ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO:
+ EnMd_UpdateAnimState_SurpriseToAkimbo(this);
break;
- case ENMD_ANIM_STATE_8:
- EnMd_UpdateAnimState8(this);
+ case ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED:
+ EnMd_UpdateAnimState_CuriousToAnnoyed(this);
break;
- case ENMD_ANIM_STATE_9:
- EnMd_UpdateAnimState9(this);
+ case ENMD_ANIM_STATE_ANNOYED_TO_HALT:
+ EnMd_UpdateAnimState_AnnoyedToHalt(this);
break;
- case ENMD_ANIM_STATE_A:
- EnMd_UpdateAnimStateA(this);
+ case ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED:
+ EnMd_UpdateAnimState_AkimboToAnnoyed(this);
break;
- case ENMD_ANIM_STATE_B:
- EnMd_UpdateAnimStateB(this);
+ case ENMD_ANIM_STATE_STOP_WALKING:
+ EnMd_UpdateAnimState_StopWalking(this);
}
}
@@ -338,49 +338,49 @@ void EnMd_UpdateAnimState_WithTalking(EnMd* this) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
switch (this->actor.textId) {
case 0x102F:
- if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
+ if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT);
}
- if ((this->messageEntry == 2) && (this->animState != ENMD_ANIM_STATE_2)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_2);
+ if ((this->messageEntry == 2) && (this->animState != ENMD_ANIM_STATE_HALT_TO_CURIOUS)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_HALT_TO_CURIOUS);
}
- if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_8)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_8);
+ if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED);
}
- if ((this->messageEntry == 11) && (this->animState != ENMD_ANIM_STATE_9)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_9);
+ if ((this->messageEntry == 11) && (this->animState != ENMD_ANIM_STATE_ANNOYED_TO_HALT)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_ANNOYED_TO_HALT);
}
break;
case 0x1033:
- if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
+ if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT);
}
- if ((this->messageEntry == 1) && (this->animState != ENMD_ANIM_STATE_2)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_2);
+ if ((this->messageEntry == 1) && (this->animState != ENMD_ANIM_STATE_HALT_TO_CURIOUS)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_HALT_TO_CURIOUS);
}
- if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_A)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_A);
+ if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED);
}
- if ((this->messageEntry == 7) && (this->animState != ENMD_ANIM_STATE_9)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_9);
+ if ((this->messageEntry == 7) && (this->animState != ENMD_ANIM_STATE_ANNOYED_TO_HALT)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_ANNOYED_TO_HALT);
}
break;
case 0x1030:
case 0x1034:
case 0x1045:
- if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
+ if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT);
}
break;
case 0x1046:
- if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_6)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_6);
+ if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED);
}
break;
}
- } else if (this->skelAnime.animation != &gMidoHandsOnHipsIdleAnim) {
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_0);
+ } else if (this->skelAnime.animation != &gMidoAkimboLoopAnim) {
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP);
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_NONE);
}
EnMd_UpdateAnimState(this);
@@ -681,7 +681,7 @@ void EnMd_Init(Actor* thisx, PlayState* play) {
return;
}
- Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V1);
+ Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP_IDLE);
Actor_SetScale(&this->actor, 0.01f);
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->alpha = 255;
@@ -710,17 +710,18 @@ void EnMd_Destroy(Actor* thisx, PlayState* play) {
}
void EnMd_Idle(EnMd* this, PlayState* play) {
- if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
+ if (this->skelAnime.animation == &gMidoAkimboLoopAnim) {
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
- } else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->animState != ENMD_ANIM_STATE_7)) {
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_7);
+ } else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) &&
+ (this->animState != ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO)) {
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO);
}
EnMd_UpdateAnimState_WithTalking(this);
}
void EnMd_Watch(EnMd* this, PlayState* play) {
- if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
+ if (this->skelAnime.animation == &gMidoAkimboLoopAnim) {
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
}
EnMd_UpdateAnimState(this);
@@ -763,7 +764,7 @@ void EnMd_BlockPath(EnMd* this, PlayState* play) {
SET_EVENTCHKINF(EVENTCHKINF_0A);
}
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_3);
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_WALK_AWAY);
EnMd_UpdateAnimState(this);
this->waypoint = 1;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
@@ -772,7 +773,7 @@ void EnMd_BlockPath(EnMd* this, PlayState* play) {
return;
}
- if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
+ if (this->skelAnime.animation == &gMidoAkimboLoopAnim) {
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
}
@@ -827,7 +828,7 @@ void EnMd_Walk(EnMd* this, PlayState* play) {
return;
}
- EnMd_SetAnimState(this, ENMD_ANIM_STATE_B);
+ EnMd_SetAnimState(this, ENMD_ANIM_STATE_STOP_WALKING);
this->skelAnime.playSpeed = 0.0f;
this->actor.speed = 0.0f;