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Cleanup around some generic animation info structs (#1059)

* Name generic anim info structs and cleanup usage

* Make `EnDaiku` use generic struct

* Add `/* decimalid */` comments to all added enums

* small fixes

* Two more generic animinfo structs

* Cleanup usage of newly generic structs

* Cleanup x2 usage of newly generic structs

* `transitionRate` -> `morphFrames`

* Properly name generic anim structs (attempt to at least)

* `anim` -> `animation`

* fixes

* run formatter

* Use consistent prototypes for each actor's ChangeAnim helper

* run formatter

* minor cleanup

* Run formatter

* `Animation_ChangeInfo` -> `Animation_ChangeByInfo`
This commit is contained in:
Dragorn421 2022-01-12 03:10:43 +01:00 committed by GitHub
parent d3a8ade6ba
commit 11917bf640
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GPG key ID: 4AEE18F83AFDEB23
31 changed files with 675 additions and 467 deletions

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@ -233,13 +233,7 @@ static s32 sOcarinaGameRewards[] = {
GI_RUPEE_RED,
};
typedef struct {
AnimationHeader* animation;
u8 mode;
f32 morphFrames;
} SkullkidAnimationEntry;
static SkullkidAnimationEntry sSkullKidAnimations[] = {
static AnimationMinimalInfo sAnimationInfo[] = {
{ &gSkullKidBackflipAnim, ANIMMODE_ONCE, 0.0f },
{ &gSkullKidShootNeedleAnim, ANIMMODE_ONCE, 0.0f },
{ &gSkullKidPlayFluteAnim, ANIMMODE_LOOP, 0.0f },
@ -291,12 +285,12 @@ static InitChainEntry sInitChain[] = {
static s32 D_80B01EA0; // gets set if ACTOR_FLAG_8 is set
void EnSkj_ChangeAnim(EnSkj* this, u8 animIndex) {
f32 endFrame = Animation_GetLastFrame(sSkullKidAnimations[animIndex].animation);
void EnSkj_ChangeAnim(EnSkj* this, u8 index) {
f32 endFrame = Animation_GetLastFrame(sAnimationInfo[index].animation);
this->animIndex = animIndex;
Animation_Change(&this->skelAnime, sSkullKidAnimations[animIndex].animation, 1.0f, 0.0f, endFrame,
sSkullKidAnimations[animIndex].mode, sSkullKidAnimations[animIndex].morphFrames);
this->animIndex = index;
Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, endFrame,
sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames);
}
void EnSkj_SetupAction(EnSkj* this, u8 action) {