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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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@ -249,25 +249,25 @@ void func_80B3C8CC(EnXc* this, PlayState* play) {
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SkelAnime* skelAnime = &this->skelAnime;
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if (skelAnime->jointTable[0].y >= skelAnime->baseTransl.y) {
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skelAnime->moveFlags |= 3;
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
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}
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}
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void func_80B3C924(EnXc* this, PlayState* play) {
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this->skelAnime.moveFlags |= 3;
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this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80B3C964(EnXc* this, PlayState* play) {
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this->skelAnime.baseTransl = this->skelAnime.jointTable[0];
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this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
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this->skelAnime.moveFlags |= 3;
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this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80B3C9DC(EnXc* this) {
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this->skelAnime.moveFlags &= ~0x3;
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this->skelAnime.moveFlags &= ~(ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y);
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}
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void func_80B3C9EC(EnXc* this) {
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