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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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@ -138,7 +138,8 @@ void EnWallmas_SetupDrop(EnWallmas* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
AnimationHeader* objSegChangee = &D_0600299C;
Animation_Change(&this->skelAnime, objSegChangee, 0.0f, 20.0f, Animation_GetLastFrame(&D_0600299C), 2, 0.0f);
Animation_Change(&this->skelAnime, objSegChangee, 0.0f, 20.0f, Animation_GetLastFrame(&D_0600299C), ANIMMODE_ONCE,
0.0f);
this->yTarget = player->actor.posRot.pos.y;
this->actor.posRot.pos.y = player->actor.posRot.pos.y + 300.0f;
@ -153,7 +154,8 @@ void EnWallmas_SetupLand(EnWallmas* this, GlobalContext* globalCtx) {
AnimationHeader* objSegFrameCount = &D_060019CC;
AnimationHeader* objSegChangee = &D_060019CC;
Animation_Change(&this->skelAnime, objSegChangee, 1.0f, 41.0f, Animation_GetLastFrame(objSegFrameCount), 2, -3.0f);
Animation_Change(&this->skelAnime, objSegChangee, 1.0f, 41.0f, Animation_GetLastFrame(objSegFrameCount),
ANIMMODE_ONCE, -3.0f);
func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 15.0f, 6, 20.0f, 0x12C, 0x64, 1);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FALL_LAND);
@ -183,7 +185,8 @@ void EnWallmas_SetupReturnToCeiling(EnWallmas* this) {
this->timer = 0;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, objSegChangee, 3.0f, 0.0f, Animation_GetLastFrame(objSegFrameCount), 2, -3.0f);
Animation_Change(&this->skelAnime, objSegChangee, 3.0f, 0.0f, Animation_GetLastFrame(objSegFrameCount),
ANIMMODE_ONCE, -3.0f);
this->actionFunc = EnWallmas_ReturnToCeiling;
}
@ -246,7 +249,7 @@ void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) {
}
void EnWallmas_SetupStun(EnWallmas* this) {
Animation_Change(&this->skelAnime, &D_060019CC, 1.5f, 0, 20.0f, 2, -3.0f);
Animation_Change(&this->skelAnime, &D_060019CC, 1.5f, 0, 20.0f, ANIMMODE_ONCE, -3.0f);
this->actor.speedXZ = 0.0f;
if (this->actor.colChkInfo.damageEffect == 4) {