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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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@ -1064,12 +1064,12 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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sCurBodyPartPos = &this->bodyPartsPos[-1];
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if (!LINK_IS_ADULT) {
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if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
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if (!(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_2) || (this->skelAnime.moveFlags & ANIM_FLAG_0)) {
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pos->x *= 0.64f;
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pos->z *= 0.64f;
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}
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if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
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if (!(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_2) || (this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
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pos->y *= 0.64f;
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}
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}
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@ -914,13 +914,13 @@ void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Ve
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/**
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* Requests moving an actor according to the translation of its root limb
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*/
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void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3) {
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void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
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AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_MOVEACTOR);
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if (entry != NULL) {
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entry->data.move.actor = actor;
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entry->data.move.skelAnime = skelAnime;
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entry->data.move.unk_08 = arg3;
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entry->data.move.diffScaleY = moveDiffScaleY;
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}
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}
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@ -1011,7 +1011,7 @@ void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data) {
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SkelAnime_UpdateTranslation(entry->skelAnime, &diff, actor->shape.rot.y);
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actor->world.pos.x += diff.x * actor->scale.x;
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actor->world.pos.y += diff.y * actor->scale.y * entry->unk_08;
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actor->world.pos.y += diff.y * actor->scale.y * entry->diffScaleY;
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actor->world.pos.z += diff.z * actor->scale.z;
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}
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