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Placeholder names for skelanime moveflags (#1489)
* Add defines for all used animflags * Use named constants (and add two) for players `func_80832F54` flags * note which flags are player-only * Attempt at documenting but too FeelsUnkMan again * forgot something * ANIM_FLAG_PLAYER_0 -> ANIM_FLAG_0 and amend comment from "player-only" to "no effect outside player" * 1<<n flags
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13 changed files with 109 additions and 69 deletions
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@ -88,8 +88,12 @@ typedef enum {
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/* 1 */ ANIMTAPER_ACCEL
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} AnimationTapers;
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#define ANIM_FLAG_0 (1 << 0) // (no effect outside of player) Related to scaling an animation from/to child/adult
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#define ANIM_FLAG_UPDATE_Y (1 << 1)
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#define ANIM_FLAG_PLAYER_2 (1 << 2) // (player-only) Related to scaling an animation from/to child/adult
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#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3) // (player-only) Call AnimationContext_SetMoveActor
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#define ANIM_FLAG_NO_MOVE (1 << 4)
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#define ANIM_FLAG_PLAYER_7 (1 << 7) // (player-only)
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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@ -287,7 +291,7 @@ typedef struct {
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typedef struct {
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/* 0x000 */ struct Actor* actor;
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/* 0x004 */ struct SkelAnime* skelAnime;
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/* 0x008 */ f32 unk_08;
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/* 0x008 */ f32 diffScaleY;
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} AnimEntryMoveActor; // size = 0xC
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typedef union {
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@ -317,7 +321,7 @@ void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* ds
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void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY);
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void AnimationContext_SetNextQueue(struct PlayState* play);
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void AnimationContext_DisableQueue(struct PlayState* play);
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