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SKJ_ACTON_ -> SKJ_ACTION_

This commit is contained in:
Dragorn421 2021-09-21 11:15:26 +02:00
parent 20755fef96
commit 843161b811
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GPG key ID: C182A3A3996E8201

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