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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>
This commit is contained in:
petrie911 2021-01-09 16:07:17 -06:00 committed by GitHub
parent 7a171488d2
commit 115c152b03
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 701 additions and 423 deletions

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@ -170,7 +170,7 @@ static CollisionCheckInfoInit2 sColChkInfoInit = {
void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
AnimationHeader* anim = &D_06002F84;
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, -10.0f);
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP, -10.0f);
this->actionCountdown = Rand_S16Offset(60, 60);
this->actor.speedXZ = 0.0f;
@ -179,7 +179,7 @@ void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
AnimationHeader* anim = &D_06001FA8;
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, -10.0f);
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP, -10.0f);
this->actionCountdown = Rand_S16Offset(240, 240);
}
@ -187,7 +187,7 @@ void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
void EnTk_DigAnim(EnTk* this, GlobalContext* globalCtx) {
AnimationHeader* anim = &D_06001144;
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001144), 0, -10.0f);
Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001144), ANIMMODE_LOOP, -10.0f);
if (EnTk_CheckNextSpot(this, globalCtx) >= 0) {
this->validDigHere = 1;
@ -488,7 +488,8 @@ void EnTk_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Circle, 24.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600BE40, NULL, this->jointTable, this->morphTable, 18);
Animation_Change(&this->skelAnime, &D_06002F84, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, 0.0f);
Animation_Change(&this->skelAnime, &D_06002F84, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP,
0.0f);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);