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Some cleanup and docs for z_skelanime (#601)
* docs and enums * bgcheck merge Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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7a171488d2
commit
115c152b03
65 changed files with 701 additions and 423 deletions
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@ -167,7 +167,7 @@ void func_80A531D8(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A531E4(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->actionFunc = func_80A53278;
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}
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@ -266,7 +266,7 @@ void func_80A535BC(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005500);
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this->unk_2EC = frameCount;
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -10.0f);
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this->actionFunc = func_80A53638;
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}
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@ -302,7 +302,7 @@ void func_80A53638(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A5372C(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->unk_2F2[0] = 200;
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this->cameraId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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@ -338,7 +338,7 @@ void func_80A53850(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53908(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->actionFunc = func_80A5399C;
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}
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@ -432,7 +432,7 @@ void func_80A53C90(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005500);
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this->unk_2EC = frameCount;
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -10.0f);
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this->actionFunc = func_80A53D0C;
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}
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@ -469,7 +469,7 @@ void func_80A53D0C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53DF8(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->unk_2F2[0] = 200;
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this->cameraId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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@ -595,7 +595,7 @@ void func_80A54320(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005500);
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this->unk_2EC = frameCount;
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -10.0f);
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this->audioFlag = 0;
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this->actionFunc = func_80A543A0;
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}
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@ -746,7 +746,7 @@ void func_80A5475C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A54954(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->actionFunc = func_80A549E8;
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}
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