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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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parent
7a171488d2
commit
115c152b03
65 changed files with 701 additions and 423 deletions
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@ -170,7 +170,7 @@ static CollisionCheckInfoInit2 sColChkInfoInit = {
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void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06002F84;
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, -10.0f);
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP, -10.0f);
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this->actionCountdown = Rand_S16Offset(60, 60);
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this->actor.speedXZ = 0.0f;
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@ -179,7 +179,7 @@ void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
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void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06001FA8;
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, -10.0f);
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP, -10.0f);
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this->actionCountdown = Rand_S16Offset(240, 240);
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}
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@ -187,7 +187,7 @@ void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
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void EnTk_DigAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06001144;
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001144), 0, -10.0f);
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Animation_Change(&this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001144), ANIMMODE_LOOP, -10.0f);
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if (EnTk_CheckNextSpot(this, globalCtx) >= 0) {
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this->validDigHere = 1;
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@ -488,7 +488,8 @@ void EnTk_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Circle, 24.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600BE40, NULL, this->jointTable, this->morphTable, 18);
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Animation_Change(&this->skelAnime, &D_06002F84, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), 0, 0.0f);
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Animation_Change(&this->skelAnime, &D_06002F84, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP,
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0.0f);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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