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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
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65 changed files with 701 additions and 423 deletions
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@ -250,7 +250,7 @@ void func_80A6B91C(EnHorseNormal* this, GlobalContext* globalCtx) {
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this->waypoint = 0;
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this->actor.speedXZ = 7.0f;
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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void EnHorseNormal_FollowPath(EnHorseNormal* this, GlobalContext* globalCtx) {
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@ -274,7 +274,7 @@ void EnHorseNormal_FollowPath(EnHorseNormal* this, GlobalContext* globalCtx) {
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this->skin.skelAnime.playSpeed = func_80A6B30C(this);
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if (SkelAnime_Update(&this->skin.skelAnime)) {
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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func_80A6BCEC(this);
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}
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}
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@ -306,7 +306,7 @@ void func_80A6BC48(EnHorseNormal* this) {
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this->actor.speedXZ = 0.0f;
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this->unk_218 = 0.0f;
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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void func_80A6BCEC(EnHorseNormal* this) {
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@ -403,7 +403,7 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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func_80A6BCEC(this);
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}
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, -3.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, -3.0f);
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} else {
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switch (D_80A6D510[this->animationIdx]) {
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case 0:
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@ -434,10 +434,10 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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if (phi_t0 != this->animationIdx) {
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this->animationIdx = phi_t0;
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, -3.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, -3.0f);
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} else {
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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}
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}
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@ -451,7 +451,7 @@ void func_80A6C4CC(EnHorseNormal* this) {
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this->actor.speedXZ = 0.0f;
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this->unk_218 = 0.0f;
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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void EnHorseNormal_Wait(EnHorseNormal* this, GlobalContext* globalCtx) {
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@ -469,7 +469,7 @@ void EnHorseNormal_Wait(EnHorseNormal* this, GlobalContext* globalCtx) {
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}
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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}
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@ -482,7 +482,7 @@ void func_80A6C6B0(EnHorseNormal* this) {
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this->actor.speedXZ = 0.0f;
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this->unk_218 = 0.0f;
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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}
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void EnHorseNormal_WaitClone(EnHorseNormal* this, GlobalContext* globalCtx) {
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@ -504,7 +504,7 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, GlobalContext* globalCtx) {
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}
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Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
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Animation_GetLastFrame(sAnimations[this->animationIdx]), 2, 0.0f);
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Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
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this->unk_1E4 &= ~1;
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this->unk_1E4 &= ~2;
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