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SKJ_ACTON_
-> SKJ_ACTION_
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parent
20755fef96
commit
843161b811
1 changed files with 14 additions and 14 deletions
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@ -126,13 +126,13 @@ typedef enum {
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/* 00 */ SKJ_ACTION_FADE,
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/* 01 */ SKJ_ACTION_WAIT_TO_SHOOT_NEEDLE,
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/* 02 */ SKJ_ACTION_SARIA_SONG_IDLE,
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/* 03 */ SKJ_ACTON_WAIT_FOR_DEATH_ANIM,
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/* 03 */ SKJ_ACTION_WAIT_FOR_DEATH_ANIM,
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/* 04 */ SKJ_ACTION_PICK_NEXT_FIHGT_ACTION,
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/* 05 */ SKJ_ACTON_WAIT_FOR_LAND_ANIM,
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/* 06 */ SKJ_ACTON_RESET_FIGHT,
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/* 07 */ SKJ_ACTON_FIGHT,
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/* 08 */ SKJ_ACTON_NEEDLE_RECOVER,
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/* 09 */ SKJ_ACTON_SPAWN_DEATH_EFFECT,
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/* 05 */ SKJ_ACTION_WAIT_FOR_LAND_ANIM,
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/* 06 */ SKJ_ACTION_RESET_FIGHT,
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/* 07 */ SKJ_ACTION_FIGHT,
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/* 08 */ SKJ_ACTION_NEEDLE_RECOVER,
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/* 09 */ SKJ_ACTION_SPAWN_DEATH_EFFECT,
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/* 10 */ SKJ_ACTION_SARIA_SONG_WAIT_IN_RANGE,
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/* 11 */ SKJ_ACTION_SARIA_SONG_WAIT_FOR_SONG,
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/* 12 */ SKJ_ACTION_SARIA_SONG_AFTER_SONG,
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@ -307,9 +307,9 @@ void EnSkj_SetupAction(EnSkj* this, u8 action) {
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switch (action) {
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case SKJ_ACTION_FADE:
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case SKJ_ACTON_WAIT_FOR_DEATH_ANIM:
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case SKJ_ACTION_WAIT_FOR_DEATH_ANIM:
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case SKJ_ACTION_PICK_NEXT_FIHGT_ACTION:
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case SKJ_ACTON_SPAWN_DEATH_EFFECT:
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case SKJ_ACTION_SPAWN_DEATH_EFFECT:
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case SKJ_ACTION_SARIA_SONG_START_TRADE:
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case SKJ_ACTION_SARIA_SONG_WAIT_FOR_LANDING:
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case SKJ_ACTION_SARIA_SONG_WAIT_FOR_LANDING_ANIM:
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@ -739,7 +739,7 @@ void EnSkj_SariasSongKidIdle(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupDie(EnSkj* this) {
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EnSkj_ChangeAnim(this, SKJ_ANIM_DIE);
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EnSkj_SetupAction(this, SKJ_ACTON_WAIT_FOR_DEATH_ANIM);
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EnSkj_SetupAction(this, SKJ_ACTION_WAIT_FOR_DEATH_ANIM);
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}
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void EnSkj_WaitForDeathAnim(EnSkj* this, GlobalContext* globalCtx) {
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@ -772,7 +772,7 @@ void func_80AFF2A0(EnSkj* this) {
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EnSkj_CalculateCenter(this);
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this->actor.speedXZ = 0.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_LAND);
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EnSkj_SetupAction(this, SKJ_ACTON_WAIT_FOR_LAND_ANIM);
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EnSkj_SetupAction(this, SKJ_ACTION_WAIT_FOR_LAND_ANIM);
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}
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void EnSkj_WaitForLandAnim(EnSkj* this, GlobalContext* globalCtx) {
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@ -788,7 +788,7 @@ void func_80AFF334(EnSkj* this) {
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this->battleExitTimer = 400;
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this->unk_2EC = 600.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_LOOK_LEFT_RIGHT);
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EnSkj_SetupAction(this, SKJ_ACTON_RESET_FIGHT);
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EnSkj_SetupAction(this, SKJ_ACTION_RESET_FIGHT);
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}
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void EnSkj_ResetFight(EnSkj* this, GlobalContext* globalCtx) {
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@ -806,7 +806,7 @@ void EnSkj_SetupStand(EnSkj* this) {
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this->unk_2F0 = 0.0f;
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this->unk_2EC = 600.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_FIGHTING_STANCE);
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EnSkj_SetupAction(this, SKJ_ACTON_FIGHT);
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EnSkj_SetupAction(this, SKJ_ACTION_FIGHT);
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}
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void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
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@ -854,7 +854,7 @@ void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupNeedleRecover(EnSkj* this) {
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Animation_Reverse(&this->skelAnime);
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EnSkj_SetupAction(this, SKJ_ACTON_NEEDLE_RECOVER);
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EnSkj_SetupAction(this, SKJ_ACTION_NEEDLE_RECOVER);
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}
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void EnSkj_NeedleRecover(EnSkj* this, GlobalContext* globalCtx) {
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@ -865,7 +865,7 @@ void EnSkj_NeedleRecover(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupSpawnDeathEffect(EnSkj* this) {
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this->backfilpFlag = 1;
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EnSkj_SetupAction(this, SKJ_ACTON_SPAWN_DEATH_EFFECT);
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EnSkj_SetupAction(this, SKJ_ACTION_SPAWN_DEATH_EFFECT);
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}
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void EnSkj_SpawnDeathEffect(EnSkj* this, GlobalContext* globalCtx) {
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