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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`
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31 changed files with 675 additions and 467 deletions
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@ -47,7 +47,14 @@ static ColliderJntSphInit sJntSphInit = {
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static CollisionCheckInfoInit2 D_80B0F074 = { 1, 2, 25, 25, MASS_IMMOVABLE };
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static struct_80034EC0_Entry D_80B0F080[] = {
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typedef enum {
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/* 0 */ ENSW_ANIM_0,
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/* 1 */ ENSW_ANIM_1,
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/* 2 */ ENSW_ANIM_2,
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/* 3 */ ENSW_ANIM_3
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} EnSwAnimation;
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static AnimationInfo sAnimationInfo[] = {
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{ &object_st_Anim_000304, 1.0f, 0.0f, -1.0f, 0x01, 0.0f },
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{ &object_st_Anim_000304, 1.0f, 0.0f, -1.0f, 0x01, -8.0f },
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{ &object_st_Anim_0055A8, 1.0f, 0.0f, -1.0f, 0x01, -8.0f },
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@ -229,7 +236,7 @@ void EnSw_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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SkelAnime_Init(globalCtx, &this->skelAnime, &object_st_Skel_005298, NULL, this->jointTable, this->morphTable, 30);
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func_80034EC0(&this->skelAnime, D_80B0F080, 0);
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENSW_ANIM_0);
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ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->sphs);
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