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495582cc94
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1013 changed files with 17685 additions and 17681 deletions
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@ -3955,8 +3955,8 @@ void func_80034EC0(SkelAnime* skelAnime, struct_80034EC0_Entry* arg1, s32 arg2)
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frameCount = SkelAnime_GetFrameCount(arg1->animation);
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}
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SkelAnime_ChangeAnimation(skelAnime, arg1->animation, arg1->playbackSpeed, arg1->unk_08, frameCount, arg1->unk_10,
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arg1->transitionRate);
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SkelAnime_ChangeAnim(skelAnime, arg1->animation, arg1->playbackSpeed, arg1->unk_08, frameCount, arg1->unk_10,
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arg1->transitionRate);
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}
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void func_80034F54(GlobalContext* globalCtx, s16* arg1, s16* arg2, s32 arg3) {
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@ -2,7 +2,6 @@
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#include <global.h>
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#include <vt.h>
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#define ONE_THIRD (1.0f / 3.0f)
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s32 func_800A3D70(GlobalContext*, SkelAnime*);
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s32 func_800A3E0C(GlobalContext*, SkelAnime*);
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s32 func_800A4D9C(SkelAnime* skelAnime);
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@ -1109,7 +1108,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
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osSyncPrintf(VT_RST);
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}
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SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, 0.0f, 0, 0.0f);
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, 0.0f, 0, 0.0f);
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}
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void func_800A3B8C(SkelAnime* skelAnime) {
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@ -1196,9 +1195,8 @@ void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32
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skelAnime->transitionStep = 1.0f / transitionRate;
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}
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void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 animationMode, f32 transitionRate) {
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void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate) {
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skelAnime->mode = animationMode;
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if ((transitionRate != 0.0f) &&
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@ -1230,28 +1228,28 @@ void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnim
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skelAnime->animPlaybackSpeed = playbackSpeed;
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}
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void SkelAnime_LinkChangeAnimationDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg) {
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SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
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void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg) {
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
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}
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void SkelAnime_LinkChangeAnimationPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
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SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
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void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
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}
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void SkelAnime_LinkChangeAnimationDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg) {
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SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
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void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg) {
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
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}
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void SkelAnime_LinkChangeAnimationPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
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SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
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void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
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}
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void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime) {
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@ -1373,7 +1371,7 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead
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}
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if (animationSeg != NULL) {
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SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg);
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
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}
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@ -1407,7 +1405,7 @@ void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHe
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}
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if (animationSeg != NULL) {
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SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg);
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
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}
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@ -1430,7 +1428,7 @@ void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, Skeleton
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}
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if (animationSeg != NULL) {
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SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg);
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
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}
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@ -1453,7 +1451,7 @@ s32 func_800A4A20(SkelAnime* skelAnime) {
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f32 updateRate;
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prevUnk28 = skelAnime->transCurrentFrame;
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updateRate = R_UPDATE_RATE * ONE_THIRD;
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updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
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if (skelAnime->transCurrentFrame <= 0.0f) {
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func_800A49B0(skelAnime);
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@ -1472,7 +1470,7 @@ s32 func_800A4AD8(SkelAnime* skelAnime) {
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f32 updateRate;
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temp_a2 = (s16)(skelAnime->transCurrentFrame * 16384.0f);
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updateRate = R_UPDATE_RATE * ONE_THIRD;
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updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
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if (skelAnime->transCurrentFrame <= 0.0f) {
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func_800A49B0(skelAnime);
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@ -1519,7 +1517,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
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temp_f2);
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}
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if (skelAnime->transCurrentFrame != 0) {
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updateRate = R_UPDATE_RATE * ONE_THIRD;
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updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
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if (skelAnime->transCurrentFrame <= 0.0f) {
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skelAnime->transCurrentFrame = 0.0f;
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@ -1531,7 +1529,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
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}
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s32 func_800A4D9C(SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * ONE_THIRD;
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f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
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if (skelAnime->animCurrentFrame < 0.0f) {
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skelAnime->animCurrentFrame += skelAnime->totalFrames;
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@ -1543,7 +1541,7 @@ s32 func_800A4D9C(SkelAnime* skelAnime) {
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}
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s32 func_800A4E38(SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * ONE_THIRD;
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f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
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if (skelAnime->animCurrentFrame < skelAnime->initialFrame) {
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skelAnime->animCurrentFrame =
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@ -1560,7 +1558,7 @@ s32 func_800A4E38(SkelAnime* skelAnime) {
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s32 func_800A4EE0(SkelAnime* skelAnime) {
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f32 updateRate;
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updateRate = R_UPDATE_RATE * ONE_THIRD;
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updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) {
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SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, (s32)skelAnime->animCurrentFrame, skelAnime->limbCount,
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@ -1584,8 +1582,8 @@ s32 func_800A4EE0(SkelAnime* skelAnime) {
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return 0;
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}
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void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) {
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void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) {
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skelAnime->mode = animationType;
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if ((transitionRate != 0.0f) &&
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((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) {
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skelAnime->animPlaybackSpeed = playbackSpeed;
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}
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void SkelAnime_ChangeAnimation(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 mode, f32 transitionRate) {
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SkelAnime_ChangeAnimationImpl(skelAnime, animationSeg, playbackSpeed, frame, frameCount, mode, transitionRate, 0);
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void SkelAnime_ChangeAnim(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 mode, f32 transitionRate) {
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SkelAnime_ChangeAnimImpl(skelAnime, animationSeg, playbackSpeed, frame, frameCount, mode, transitionRate, 0);
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}
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void SkelAnime_ChangeAnimationDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f);
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void SkelAnime_ChangeAnimDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2,
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0.0f);
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}
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void SkelAnime_ChangeAnimationTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->genericHeader),
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2, transitionRate);
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void SkelAnime_ChangeAnimTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2,
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transitionRate);
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}
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void SkelAnime_ChangeAnimationPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f);
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void SkelAnime_ChangeAnimPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f);
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}
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void SkelAnime_ChangeAnimationDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f);
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void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0,
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0.0f);
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}
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void SkelAnime_ChangeAnimationTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg,
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f32 transitionRate) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f, 0.0f, 0, transitionRate);
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void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, 0.0f, 0, transitionRate);
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}
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void SkelAnime_ChangeAnimationPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
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SkelAnime_ChangeAnimation(skelAnime, animationSeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f);
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void SkelAnime_ChangeAnimPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
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SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f,
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SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f);
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}
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void SkelAnime_AnimationSetStop(SkelAnime* skelAnime) {
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void SkelAnime_AnimSetStop(SkelAnime* skelAnime) {
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skelAnime->mode = 2;
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skelAnime->animFrameCount = skelAnime->totalFrames;
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func_800A49B0(skelAnime);
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}
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void SkelAnime_AnimationReverse(SkelAnime* skelAnime) {
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void SkelAnime_AnimReverse(SkelAnime* skelAnime) {
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f32 initialFrame = skelAnime->initialFrame;
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skelAnime->initialFrame = skelAnime->animFrameCount;
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@ -1726,8 +1723,8 @@ void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) {
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skelAnime->actorDrawTbl->x = skelAnime->unk_3E.x;
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skelAnime->prevFramePos.z = skelAnime->actorDrawTbl->z;
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skelAnime->actorDrawTbl->z = skelAnime->unk_3E.z;
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if (skelAnime->flags & ANIME_FLAG_UPDATEXZ) {
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if (skelAnime->flags & ANIME_FLAG_UPDATEY) {
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if (skelAnime->flags & ANIM_FLAG_UPDATEXZ) {
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if (skelAnime->flags & ANIM_FLAG_UPDATEY) {
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pos->y = 0.0f;
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} else {
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pos->y = skelAnime->actorDrawTbl->y - skelAnime->prevFramePos.y;
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pos->y = 0.0f;
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skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y;
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}
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skelAnime->flags &= ~ANIME_FLAG_UPDATEY;
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skelAnime->flags &= ~ANIM_FLAG_UPDATEY;
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}
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s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1) {
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