diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c index 1926de922c..5769d7c5e1 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -55,20 +55,20 @@ static ColliderCylinderInit sCylinderInit = { static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE }; -typedef enum EnMdAnimState { - /* 0x0 */ ENMD_ANIM_STATE_NONE, // no animation sequence - /* 0x1 */ ENMD_ANIM_STATE_AKIMBO_TO_HALT, // hands on hips -> halt gesture - /* 0x2 */ ENMD_ANIM_STATE_HALT_TO_CURIOUS, // halt gesture -> tilted head - /* 0x3 */ ENMD_ANIM_STATE_WALK_AWAY, // stop halt gesture -> start walking -> walking - /* 0x4 */ ENMD_ANIM_STATE_TWITCH_AKIMBO_UNUSED, // start walking -> hands on hips; never set - /* 0x5 */ ENMD_ANIM_STATE_HALT_TO_AKIMBO, // halt gesture -> hands on hips - /* 0x6 */ ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED, // slightly raise arms from hips -> look away - /* 0x7 */ ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO, // lower slightly raised arms to hips -> hands on hips - /* 0x8 */ ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED, // tilted head and *slam* -> looking away - /* 0x9 */ ENMD_ANIM_STATE_ANNOYED_TO_HALT, // looking away -> halt gesture - /* 0xA */ ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED, // hands on hips -> looking away - /* 0xB */ ENMD_ANIM_STATE_STOP_WALKING // stop walking -> akimbo -} EnMdAnimState; +typedef enum EnMdAnimSequence { + /* 0x0 */ ENMD_ANIM_SEQ_NONE, + /* 0x1 */ ENMD_ANIM_SEQ_AKIMBO_TO_HALT, // hands on hips -> halt gesture + /* 0x2 */ ENMD_ANIM_SEQ_HALT_TO_CURIOUS, // halt gesture -> tilted head + /* 0x3 */ ENMD_ANIM_SEQ_WALK_AWAY, // stop halt gesture -> start walking -> walking + /* 0x4 */ ENMD_ANIM_SEQ_TWITCH_AKIMBO_UNUSED, // start walking -> hands on hips; never set + /* 0x5 */ ENMD_ANIM_SEQ_HALT_TO_AKIMBO, // halt gesture -> hands on hips + /* 0x6 */ ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED, // slightly raise arms from hips -> look away + /* 0x7 */ ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO, // lower slightly raised arms to hips -> hands on hips + /* 0x8 */ ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED, // tilted head and *slam* -> looking away + /* 0x9 */ ENMD_ANIM_SEQ_ANNOYED_TO_HALT, // looking away -> halt gesture + /* 0xA */ ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED, // hands on hips -> looking away + /* 0xB */ ENMD_ANIM_SEQ_STOP_WALKING // stop walking -> akimbo +} EnMdAnimSequence; typedef enum EnMdAnimIndex { /* 0 */ ENMD_ANIM_INDEX_AKIMBO_LOOP_IDLE, // hands on hips; default idle @@ -114,47 +114,47 @@ void EnMd_ReverseAnimation(EnMd* this) { this->skelAnime.playSpeed = -1.0f; } -void EnMd_UpdateAnimState_AkimboToHalt(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_AkimboToHalt(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_HaltToCurious(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_HaltToCurious(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_TO_CURIOUS); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_CURIOUS_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_WalkAway(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_WalkAway(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT); EnMd_ReverseAnimation(this); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK); - this->animEntry++; + this->animSequenceEntry++; } else { break; } @@ -162,228 +162,228 @@ void EnMd_UpdateAnimState_WalkAway(EnMd* this) { case 2: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_WALK_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_TwitchAkimbo_Unused(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_TwitchAkimbo_Unused(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_HaltToAkimbo(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_HaltToAkimbo(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_HALT); EnMd_ReverseAnimation(this); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_SurpriseToAnnoyed(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_SurpriseToAnnoyed(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_SURPISE); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_SurpriseToAkimbo(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_SurpriseToAkimbo(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_SURPISE); EnMd_ReverseAnimation(this); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_CuriousToAnnoyed(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_CuriousToAnnoyed(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_CURIOUS_TO_ANNOYED); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_AnnoyedToHalt(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_AnnoyedToHalt(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_TO_HALT); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_AkimboToAnnoyed(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_AkimboToAnnoyed(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_ANNOYED); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } -void EnMd_UpdateAnimState_StopWalking(EnMd* this) { - switch (this->animEntry) { +void EnMd_UpdateAnimSequence_StopWalking(EnMd* this) { + switch (this->animSequenceEntry) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK); EnMd_ReverseAnimation(this); - this->animEntry++; + this->animSequenceEntry++; FALLTHROUGH; case 1: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - this->animEntry++; + this->animSequenceEntry++; } break; } } void EnMd_SetAnimState(EnMd* this, u8 state) { - this->animState = state; - this->animEntry = 0; + this->animSequence = state; + this->animSequenceEntry = 0; } -void EnMd_UpdateAnimState(EnMd* this) { - switch (this->animState) { - case ENMD_ANIM_STATE_AKIMBO_TO_HALT: - EnMd_UpdateAnimState_AkimboToHalt(this); +void EnMd_UpdateAnimSequence(EnMd* this) { + switch (this->animSequence) { + case ENMD_ANIM_SEQ_AKIMBO_TO_HALT: + EnMd_UpdateAnimSequence_AkimboToHalt(this); break; - case ENMD_ANIM_STATE_HALT_TO_CURIOUS: - EnMd_UpdateAnimState_HaltToCurious(this); + case ENMD_ANIM_SEQ_HALT_TO_CURIOUS: + EnMd_UpdateAnimSequence_HaltToCurious(this); break; - case ENMD_ANIM_STATE_WALK_AWAY: - EnMd_UpdateAnimState_WalkAway(this); + case ENMD_ANIM_SEQ_WALK_AWAY: + EnMd_UpdateAnimSequence_WalkAway(this); break; - case ENMD_ANIM_STATE_TWITCH_AKIMBO_UNUSED: + case ENMD_ANIM_SEQ_TWITCH_AKIMBO_UNUSED: // unreachable - EnMd_UpdateAnimState_TwitchAkimbo_Unused(this); + EnMd_UpdateAnimSequence_TwitchAkimbo_Unused(this); break; - case ENMD_ANIM_STATE_HALT_TO_AKIMBO: - EnMd_UpdateAnimState_HaltToAkimbo(this); + case ENMD_ANIM_SEQ_HALT_TO_AKIMBO: + EnMd_UpdateAnimSequence_HaltToAkimbo(this); break; - case ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED: - EnMd_UpdateAnimState_SurpriseToAnnoyed(this); + case ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED: + EnMd_UpdateAnimSequence_SurpriseToAnnoyed(this); break; - case ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO: - EnMd_UpdateAnimState_SurpriseToAkimbo(this); + case ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO: + EnMd_UpdateAnimSequence_SurpriseToAkimbo(this); break; - case ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED: - EnMd_UpdateAnimState_CuriousToAnnoyed(this); + case ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED: + EnMd_UpdateAnimSequence_CuriousToAnnoyed(this); break; - case ENMD_ANIM_STATE_ANNOYED_TO_HALT: - EnMd_UpdateAnimState_AnnoyedToHalt(this); + case ENMD_ANIM_SEQ_ANNOYED_TO_HALT: + EnMd_UpdateAnimSequence_AnnoyedToHalt(this); break; - case ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED: - EnMd_UpdateAnimState_AkimboToAnnoyed(this); + case ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED: + EnMd_UpdateAnimSequence_AkimboToAnnoyed(this); break; - case ENMD_ANIM_STATE_STOP_WALKING: - EnMd_UpdateAnimState_StopWalking(this); + case ENMD_ANIM_SEQ_STOP_WALKING: + EnMd_UpdateAnimSequence_StopWalking(this); } } -void EnMd_UpdateAnimState_WithTalking(EnMd* this) { +void EnMd_UpdateAnimSequence_WithTalking(EnMd* this) { if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) { switch (this->actor.textId) { case 0x102F: - if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT); + if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } - if ((this->messageEntry == 2) && (this->animState != ENMD_ANIM_STATE_HALT_TO_CURIOUS)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_HALT_TO_CURIOUS); + if ((this->messageEntry == 2) && (this->animSequence != ENMD_ANIM_SEQ_HALT_TO_CURIOUS)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); } - if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED); + if ((this->messageEntry == 5) && (this->animSequence != ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED); } - if ((this->messageEntry == 11) && (this->animState != ENMD_ANIM_STATE_ANNOYED_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_ANNOYED_TO_HALT); + if ((this->messageEntry == 11) && (this->animSequence != ENMD_ANIM_SEQ_ANNOYED_TO_HALT)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); } break; case 0x1033: - if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT); + if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } - if ((this->messageEntry == 1) && (this->animState != ENMD_ANIM_STATE_HALT_TO_CURIOUS)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_HALT_TO_CURIOUS); + if ((this->messageEntry == 1) && (this->animSequence != ENMD_ANIM_SEQ_HALT_TO_CURIOUS)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); } - if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED); + if ((this->messageEntry == 5) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED); } - if ((this->messageEntry == 7) && (this->animState != ENMD_ANIM_STATE_ANNOYED_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_ANNOYED_TO_HALT); + if ((this->messageEntry == 7) && (this->animSequence != ENMD_ANIM_SEQ_ANNOYED_TO_HALT)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); } break; case 0x1030: case 0x1034: case 0x1045: - if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_AKIMBO_TO_HALT); + if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } break; case 0x1046: - if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED); + if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED); } break; } } else if (this->skelAnime.animation != &gMidoAkimboLoopAnim) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - EnMd_SetAnimState(this, ENMD_ANIM_STATE_NONE); + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_NONE); } - EnMd_UpdateAnimState(this); + EnMd_UpdateAnimSequence(this); } s16 EnMd_TrackMessageState(EnMd* this, PlayState* play) { @@ -713,18 +713,18 @@ void EnMd_Idle(EnMd* this, PlayState* play) { if (this->skelAnime.animation == &gMidoAkimboLoopAnim) { func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX); } else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && - (this->animState != ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO)) { - EnMd_SetAnimState(this, ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO); + (this->animSequence != ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO)) { + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO); } - EnMd_UpdateAnimState_WithTalking(this); + EnMd_UpdateAnimSequence_WithTalking(this); } void EnMd_Watch(EnMd* this, PlayState* play) { if (this->skelAnime.animation == &gMidoAkimboLoopAnim) { func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX); } - EnMd_UpdateAnimState(this); + EnMd_UpdateAnimSequence(this); } void EnMd_BlockPath(EnMd* this, PlayState* play) { @@ -733,7 +733,7 @@ void EnMd_BlockPath(EnMd* this, PlayState* play) { Actor* actorToBlock = &GET_PLAYER(play)->actor; s16 yaw; - EnMd_UpdateAnimState_WithTalking(this); + EnMd_UpdateAnimSequence_WithTalking(this); if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; @@ -764,8 +764,8 @@ void EnMd_BlockPath(EnMd* this, PlayState* play) { SET_EVENTCHKINF(EVENTCHKINF_0A); } - EnMd_SetAnimState(this, ENMD_ANIM_STATE_WALK_AWAY); - EnMd_UpdateAnimState(this); + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_WALK_AWAY); + EnMd_UpdateAnimSequence(this); this->waypoint = 1; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; this->actionFunc = EnMd_Walk; @@ -813,7 +813,7 @@ void EnMd_ListenToOcarina(EnMd* this, PlayState* play) { void EnMd_Walk(EnMd* this, PlayState* play) { func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX); - EnMd_UpdateAnimState(this); + EnMd_UpdateAnimSequence(this); if (!(EnMd_FollowPath(this, play)) || (this->waypoint != 0)) { this->actor.shape.rot = this->actor.world.rot; @@ -828,7 +828,7 @@ void EnMd_Walk(EnMd* this, PlayState* play) { return; } - EnMd_SetAnimState(this, ENMD_ANIM_STATE_STOP_WALKING); + EnMd_SetAnimState(this, ENMD_ANIM_SEQ_STOP_WALKING); this->skelAnime.playSpeed = 0.0f; this->actor.speed = 0.0f; diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.h b/src/overlays/actors/ovl_En_Md/z_en_md.h index f67e2d8121..efc5dc7951 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.h +++ b/src/overlays/actors/ovl_En_Md/z_en_md.h @@ -37,8 +37,8 @@ typedef struct EnMd { /* 0x01E0 */ NpcInteractInfo interactInfo; /* 0x0208 */ u8 messageEntry; // tracks message state changes, in place of `.actor.textId` /* 0x0209 */ u8 messageState; // last known result of `Message_GetState` - /* 0x020A */ u8 animEntry; // each one changes animation info and waits - /* 0x020B */ u8 animState; // defines a sequence of animation entries + /* 0x020A */ u8 animSequenceEntry; // each one changes animation info and waits + /* 0x020B */ u8 animSequence; /* 0x020C */ s16 blinkTimer; /* 0x020E */ s16 eyeTexIndex; /* 0x0210 */ s16 alpha;