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;