diff --git a/include/z64animation.h b/include/z64animation.h index 5a561cad97..f6fee1976b 100644 --- a/include/z64animation.h +++ b/include/z64animation.h @@ -91,14 +91,14 @@ typedef enum AnimationTapers { // This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control // XZ movement based on the current animation. // However, this flag is not checked by the Skelanime system. XZ movement will always occur -// regardless of the current state of this flag, as long as the "Actor Move" Anim Task is in use. +// regardless of the current state of this flag, as long as the ActorMovement Anim Task is in use. // The name of this flag is speculative based on its usage in Player and in other actors. // // In practice, this flag only affects the scaling of Player's XZ position based on age. #define ANIM_FLAG_UPDATE_XZ (1 << 0) // Enables the movement of an actor in the Y-axis based on the current animation. -// This only has an effect if the "Actor Move" Anim Task is in use. +// This only has an effect if the ActorMovement Anim Task is in use. // // This animation-driven movement does not replace "normal" movement from other sources // such as speed/velocity and collisions. The actor should stop updating other sources of movement @@ -116,8 +116,13 @@ typedef enum AnimationTapers { // set. The adjustment will be applied in this case regardless of this flag being enabled. #define ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT (1 << 2) -// (player-only) Call AnimTaskQueue_AddActorMove -#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3) +// When this flag is set, ActorMovement tasks will be queued. +// +// Note that individual actors are responsible for implementing the functionality of this flag. +// In practice, Player is the only actor who implements this flag. +// It is possible to bypass the need for this flag by manually calling `AnimTaskQueue_AddActorMovement` +// when it is needed. +#define ANIM_FLAG_ENABLE_MOVEMENT (1 << 3) // When this flag is set, movement in all axes will not be applied for one frame. The flag // is unset automatically after one use, so movement can resume. The intent is for this flag to be used @@ -139,7 +144,7 @@ typedef enum AnimationTapers { // frames have their translation occur relative to this new starting point. // // Note that for Player, this flag is only relevant when transitioning from an animation that was also using -// animation translation. This is because of how `prevTransl` gets reset in `Player_AnimReplaceApplyFlags`. +// ActorMovement. This is because of how `prevTransl` gets reset in `Player_AnimReplaceApplyFlags`. #define ANIM_FLAG_ADJUST_STARTING_POS (1 << 4) // Disables "normal" movement from sources like speed/velocity and collisions, which allows the @@ -170,7 +175,7 @@ typedef struct SkelAnime { s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph } update; /* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton - /* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace. + /* 0x35 */ u8 movementFlags; // Flags used for animations that move the actor in worldspace. /* 0x36 */ s16 prevRot; // Previous rotation in worldspace. /* 0x38 */ Vec3s prevTransl; // Previous modelspace translation. /* 0x3E */ Vec3s baseTransl; // Base modelspace translation. @@ -342,11 +347,11 @@ typedef struct AnimTaskCopyUsingMapInverted { /* 0x0C */ u8* limbCopyMap; } AnimTaskCopyUsingMapInverted; // size = 0x10 -typedef struct AnimTaskActorMove { +typedef struct AnimTaskActorMovement { /* 0x00 */ struct Actor* actor; /* 0x04 */ struct SkelAnime* skelAnime; /* 0x08 */ f32 diffScaleY; -} AnimTaskActorMove; // size = 0xC +} AnimTaskActorMovement; // size = 0xC typedef union AnimTaskData { AnimTaskLoadPlayerFrame loadPlayerFrame; @@ -354,7 +359,7 @@ typedef union AnimTaskData { AnimTaskInterp interp; AnimTaskCopyUsingMap copyUsingMap; AnimTaskCopyUsingMapInverted copyUsingMapInverted; - AnimTaskActorMove actorMove; + AnimTaskActorMovement actorMovement; } AnimTaskData; // size = 0x3C typedef struct AnimTask { @@ -375,7 +380,7 @@ void AnimTaskQueue_AddCopy(struct PlayState* play, s32 vecCount, Vec3s* dest, Ve void AnimTaskQueue_AddInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight); void AnimTaskQueue_AddCopyUsingMap(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); void AnimTaskQueue_AddCopyUsingMapInverted(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); -void AnimTaskQueue_AddActorMove(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY); +void AnimTaskQueue_AddActorMovement(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY); void AnimTaskQueue_SetNextGroup(struct PlayState* play); void AnimTaskQueue_DisableTransformTasksForGroup(struct PlayState* play); diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index d2642b9eaf..2e1a44ae1e 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1263,14 +1263,14 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** sCurBodyPartPos = &this->bodyPartsPos[0] - 1; if (!LINK_IS_ADULT) { - if (!(this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) || - (this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_XZ)) { + if (!(this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) || + (this->skelAnime.movementFlags & ANIM_FLAG_UPDATE_XZ)) { pos->x *= 0.64f; pos->z *= 0.64f; } - if (!(this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) || - (this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) { + if (!(this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) || + (this->skelAnime.movementFlags & ANIM_FLAG_UPDATE_Y)) { pos->y *= 0.64f; } } diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index f8929d6cd4..a953bdb214 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -818,7 +818,7 @@ void AnimTaskQueue_SetNextGroup(PlayState* play) { * A transformative task is one that will alter the appearance of an animation. * These include Copy, Interp, CopyUsingMap, and CopyUsingMapInverted. * - * LoadPlayerFrame and ActorMove, which don't alter the appearance of an existing animation, + * LoadPlayerFrame and ActorMovement, which don't alter the appearance of an existing animation, * will always run even if a group has its transformative tasks disabled. */ void AnimTaskQueue_DisableTransformTasksForGroup(PlayState* play) { @@ -960,13 +960,13 @@ void AnimTaskQueue_AddCopyUsingMapInverted(PlayState* play, s32 vecCount, Vec3s* /** * Creates a task which will move an actor according to the translation of its root limb for the current frame. */ -void AnimTaskQueue_AddActorMove(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) { +void AnimTaskQueue_AddActorMovement(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) { AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_ACTOR_MOVE); if (task != NULL) { - task->data.actorMove.actor = actor; - task->data.actorMove.skelAnime = skelAnime; - task->data.actorMove.diffScaleY = moveDiffScaleY; + task->data.actorMovement.actor = actor; + task->data.actorMovement.skelAnime = skelAnime; + task->data.actorMovement.diffScaleY = moveDiffScaleY; } } @@ -1049,9 +1049,10 @@ void AnimTask_CopyUsingMapInverted(PlayState* play, AnimTaskData* data) { /** * Move an actor according to the translation of its root limb for the current animation frame. + * The actor's current shape yaw will factor into the resulting movement. */ -void AnimTask_ActorMove(PlayState* play, AnimTaskData* data) { - AnimTaskActorMove* task = &data->actorMove; +void AnimTask_ActorMovement(PlayState* play, AnimTaskData* data) { + AnimTaskActorMovement* task = &data->actorMovement; Actor* actor = task->actor; Vec3f diff; @@ -1070,8 +1071,8 @@ typedef void (*AnimTaskFunc)(struct PlayState* play, AnimTaskData* data); */ void AnimTaskQueue_Update(PlayState* play, AnimTaskQueue* animTaskQueue) { static AnimTaskFunc animTaskFuncs[] = { - AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap, - AnimTask_CopyUsingMapInverted, AnimTask_ActorMove, + AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap, + AnimTask_CopyUsingMapInverted, AnimTask_ActorMovement, }; AnimTask* task = animTaskQueue->tasks; @@ -1838,7 +1839,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) { f32 cos; // If `ANIM_FLAG_UPDATE_XZ` behaved as expected, it would also be checked here - if (skelAnime->moveFlags & ANIM_FLAG_ADJUST_STARTING_POS) { + if (skelAnime->movementFlags & ANIM_FLAG_ADJUST_STARTING_POS) { diff->x = diff->z = 0.0f; } else { x = skelAnime->jointTable[0].x; @@ -1864,8 +1865,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) { skelAnime->prevTransl.z = skelAnime->jointTable[0].z; skelAnime->jointTable[0].z = skelAnime->baseTransl.z; - if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) { - if (skelAnime->moveFlags & ANIM_FLAG_ADJUST_STARTING_POS) { + if (skelAnime->movementFlags & ANIM_FLAG_UPDATE_Y) { + if (skelAnime->movementFlags & ANIM_FLAG_ADJUST_STARTING_POS) { diff->y = 0.0f; } else { diff->y = skelAnime->jointTable[0].y - skelAnime->prevTransl.y; @@ -1878,7 +1879,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) { skelAnime->prevTransl.y = skelAnime->jointTable[0].y; } - skelAnime->moveFlags &= ~ANIM_FLAG_ADJUST_STARTING_POS; + skelAnime->movementFlags &= ~ANIM_FLAG_ADJUST_STARTING_POS; } /** diff --git a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c index 530e61e718..a505b061ce 100644 --- a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c +++ b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c @@ -176,20 +176,20 @@ void DemoEc_UpdateBgFlags(DemoEc* this, PlayState* play) { } void func_8096D594(DemoEc* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_8096D5D4(DemoEc* this, PlayState* play) { this->skelAnime.baseTransl = this->skelAnime.jointTable[0]; this->skelAnime.prevTransl = this->skelAnime.jointTable[0]; - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_8096D64C(DemoEc* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void DemoEc_UpdateEyes(DemoEc* this) { diff --git a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c index aefca0b560..88cdaa7203 100644 --- a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c +++ b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c @@ -54,12 +54,12 @@ s32 DemoIk_CheckForCue(PlayState* play, u16 cueId, s32 cueChannel) { } void DemoIk_SetMove(DemoIk* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void DemoIk_EndMove(DemoIk* this) { - this->skelAnime.moveFlags &= ~ANIM_FLAG_UPDATE_XZ; + this->skelAnime.movementFlags &= ~ANIM_FLAG_UPDATE_XZ; } f32 DemoIk_GetCurFrame(DemoIk* this) { diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c index 74e132152a..1525d4779c 100644 --- a/src/overlays/actors/ovl_En_In/z_en_in.c +++ b/src/overlays/actors/ovl_En_In/z_en_in.c @@ -337,8 +337,8 @@ void func_80A795C8(EnIn* this, PlayState* play) { void func_80A79690(SkelAnime* skelAnime, EnIn* this, PlayState* play) { if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) { - skelAnime->moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f); + skelAnime->movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, skelAnime, 1.0f); } } diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index 688350196b..e1ef72e5f4 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -756,8 +756,8 @@ void EnNb_InitDemo6KInConfrontation(EnNb* this, PlayState* play) { } void func_80AB2688(EnNb* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80AB26C8(EnNb* this) { diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index 024e0ff4b5..c6c8effa6a 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -392,17 +392,17 @@ s32 EnRu1_UpdateSkelAnime(EnRu1* this) { } void func_80AEB364(EnRu1* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80AEB3A4(EnRu1* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; func_80AEB364(this, play); } void func_80AEB3CC(EnRu1* this) { - this->skelAnime.moveFlags &= ~ANIM_FLAG_UPDATE_XZ; + this->skelAnime.movementFlags &= ~ANIM_FLAG_UPDATE_XZ; } void func_80AEB3DC(EnRu1* this, PlayState* play) { @@ -463,8 +463,8 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) { SkelAnime* skelAnime = &this->skelAnime; if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) { - skelAnime->moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f); + skelAnime->movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, skelAnime, 1.0f); } } @@ -474,13 +474,13 @@ void func_80AEB738(EnRu1* this, PlayState* play) { skelAnime->baseTransl = skelAnime->jointTable[0]; skelAnime->prevTransl = skelAnime->jointTable[0]; if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) { - skelAnime->moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f); + skelAnime->movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, skelAnime, 1.0f); } } void func_80AEB7D0(EnRu1* this) { - this->skelAnime.moveFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y); + this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y); } f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c index aec8b5c293..b3a7fc6ccf 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -1593,7 +1593,7 @@ void func_8086318C(EnTest* this, PlayState* play) { void EnTest_SetupRecoil(EnTest* this) { this->swordState = 0; - this->skelAnime.moveFlags = ANIM_FLAG_UPDATE_Y; + this->skelAnime.movementFlags = ANIM_FLAG_UPDATE_Y; this->unk_7C8 = 0x13; this->skelAnime.playSpeed = -1.0f; this->skelAnime.startFrame = this->skelAnime.curFrame; diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/src/overlays/actors/ovl_En_Xc/z_en_xc.c index 20d94e8237..cbba735f78 100644 --- a/src/overlays/actors/ovl_En_Xc/z_en_xc.c +++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.c @@ -253,25 +253,25 @@ void func_80B3C8CC(EnXc* this, PlayState* play) { SkelAnime* skelAnime = &this->skelAnime; if (skelAnime->jointTable[0].y >= skelAnime->baseTransl.y) { - skelAnime->moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f); + skelAnime->movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, skelAnime, 1.0f); } } void func_80B3C924(EnXc* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80B3C964(EnXc* this, PlayState* play) { this->skelAnime.baseTransl = this->skelAnime.jointTable[0]; this->skelAnime.prevTransl = this->skelAnime.jointTable[0]; - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80B3C9DC(EnXc* this) { - this->skelAnime.moveFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y); + this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y); } void func_80B3C9EC(EnXc* this) { diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c index a73d1e20e8..7a9edb9c67 100644 --- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c +++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c @@ -345,8 +345,8 @@ void func_80B4B834(CsCmdActorCue* cue, Vec3f* dest) { } void func_80B4B874(EnZl1* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80B4B8B4(EnZl1* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c index 0a9687c3ac..22f558ea5f 100644 --- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c +++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c @@ -298,8 +298,8 @@ void EnZl4_UpdateFace(EnZl4* this) { } void EnZl4_SetMove(EnZl4* this, PlayState* play) { - this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ; - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f); + this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ; + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f); } void func_80B5BB78(EnZl4* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c b/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c index 04f29dff57..0ac3a36afd 100644 --- a/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c +++ b/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c @@ -52,11 +52,11 @@ void ObjHsblock_SetupAction(ObjHsblock* this, ObjHsblockActionFunc actionFunc) { this->actionFunc = actionFunc; } -void func_80B93B68(ObjHsblock* this, PlayState* play, CollisionHeader* collision, s32 moveFlags) { +void func_80B93B68(ObjHsblock* this, PlayState* play, CollisionHeader* collision, s32 transformFlags) { s32 pad; CollisionHeader* colHeader = NULL; - DynaPolyActor_Init(&this->dyna, moveFlags); + DynaPolyActor_Init(&this->dyna, transformFlags); CollisionHeader_GetVirtual(collision, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 830a8c4113..3e213f1f61 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -1974,26 +1974,26 @@ void Player_ZeroRootLimbYaw(Player* this) { } void func_80832DBC(Player* this) { - if (this->skelAnime.moveFlags != 0) { + if (this->skelAnime.movementFlags != 0) { func_808322FC(this); this->skelAnime.jointTable[0].x = this->skelAnime.baseTransl.x; this->skelAnime.jointTable[0].z = this->skelAnime.baseTransl.z; - if (this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_SETMOVE) { - if (this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y) { + if (this->skelAnime.movementFlags & ANIM_FLAG_ENABLE_MOVEMENT) { + if (this->skelAnime.movementFlags & ANIM_FLAG_UPDATE_Y) { this->skelAnime.jointTable[0].y = this->skelAnime.prevTransl.y; } } else { this->skelAnime.jointTable[0].y = this->skelAnime.baseTransl.y; } Player_SkelAnimeResetPrevTranslRot(this); - this->skelAnime.moveFlags = 0; + this->skelAnime.movementFlags = 0; } } void func_80832E48(Player* this, s32 flags) { Vec3f pos; - this->skelAnime.moveFlags = flags; + this->skelAnime.movementFlags = flags; this->skelAnime.prevTransl = this->skelAnime.baseTransl; SkelAnime_UpdateTranslation(&this->skelAnime, &pos, this->actor.shape.rot.y); @@ -2022,14 +2022,14 @@ void func_80832E48(Player* this, s32 flags) { void Player_AnimReplaceApplyFlags(PlayState* play, Player* this, s32 flags) { if (flags & ANIM_REPLACE_APPLY_FLAG_9) { Player_SkelAnimeResetPrevTranslRotAgeScale(this); - } else if ((flags & ANIM_REPLACE_APPLY_FLAG_8) || (this->skelAnime.moveFlags != 0)) { + } else if ((flags & ANIM_REPLACE_APPLY_FLAG_8) || (this->skelAnime.movementFlags != 0)) { Player_SkelAnimeResetPrevTranslRot(this); } else { this->skelAnime.prevTransl = this->skelAnime.jointTable[0]; this->skelAnime.prevRot = this->actor.shape.rot.y; } - this->skelAnime.moveFlags = flags & 0xFF; + this->skelAnime.movementFlags = flags & 0xFF; Player_ZeroSpeedXZ(this); AnimTaskQueue_DisableTransformTasksForGroup(play); } @@ -2050,7 +2050,7 @@ void Player_AnimReplacePlayOnceAdjusted(PlayState* play, Player* this, LinkAnima void Player_AnimReplaceNormalPlayOnceAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { Player_AnimReplacePlayOnceAdjusted(play, this, anim, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS); } @@ -2070,7 +2070,7 @@ void Player_AnimReplacePlayLoopAdjusted(PlayState* play, Player* this, LinkAnima void Player_AnimReplaceNormalPlayLoopAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { Player_AnimReplacePlayLoopAdjusted(play, this, anim, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS); } @@ -3076,7 +3076,7 @@ s32 func_80835588(Player* this, PlayState* play) { void Player_SetParallel(Player* this) { this->stateFlags1 |= PLAYER_STATE1_PARALLEL; - if (!(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && + if (!(this->skelAnime.movementFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sShapeYawToTouchedWall < 0x2000)) { // snap to the wall this->yaw = this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; @@ -3282,10 +3282,10 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun void func_80835DAC(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { s32 temp; - temp = this->skelAnime.moveFlags; - this->skelAnime.moveFlags = 0; + temp = this->skelAnime.movementFlags; + this->skelAnime.movementFlags = 0; Player_SetupAction(play, this, actionFunc, flags); - this->skelAnime.moveFlags = temp; + this->skelAnime.movementFlags = temp; } void func_80835DE4(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { @@ -3495,7 +3495,7 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) { this->stateFlags3 |= PLAYER_STATE3_FLYING_WITH_HOOKSHOT; Player_AnimPlayOnce(play, this, &gPlayerAnim_link_hook_fly_start); Player_AnimReplaceApplyFlags(play, this, - ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); func_80832224(this); this->yaw = this->actor.shape.rot.y; @@ -4281,7 +4281,7 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) { Player_AnimPlayOnceAdjusted(play, this, D_80854190[arg2].unk_00); if ((arg2 != PLAYER_MWA_FLIPSLASH_START) && (arg2 != PLAYER_MWA_JUMPSLASH_START)) { Player_AnimReplaceApplyFlags(play, this, - ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_SETMOVE); + ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_ENABLE_MOVEMENT); } this->yaw = this->actor.shape.rot.y; @@ -5192,7 +5192,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) { func_80832224(this); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_OVERRIDE_MOVEMENT); // If this door is the second half of a double door (spawned as child) @@ -5504,7 +5504,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { this->stateFlags1 |= PLAYER_STATE1_21; Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = -1; @@ -5550,7 +5550,8 @@ void func_8083AA10(Player* this, PlayState* play) { return; } - if (!(this->stateFlags3 & PLAYER_STATE3_1) && !(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && + if (!(this->stateFlags3 & PLAYER_STATE3_1) && + !(this->skelAnime.movementFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && (Player_Action_8084411C != this->actionFunc) && (Player_Action_80844A44 != this->actionFunc)) { if ((sPrevFloorProperty == FLOOR_PROPERTY_7) || (this->meleeWeaponState != 0)) { @@ -6618,7 +6619,7 @@ void func_8083D53C(PlayState* play, Player* this) { return; } } else if ((this->stateFlags1 & PLAYER_STATE1_27) && (this->actor.depthInWater < this->ageProperties->unk_24)) { - if ((this->skelAnime.moveFlags == 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) { + if ((this->skelAnime.movementFlags == 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) { func_8083CD54(play, this, this->actor.shape.rot.y); } func_8083D0A8(play, this, this->actor.velocity.y); @@ -6863,7 +6864,7 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) { Actor_MountHorse(play, this, &rideActor->actor); Player_AnimPlayOnce(play, this, D_80854578[temp].anim); Player_AnimReplaceApplyFlags(play, this, - ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); this->actor.parent = this->rideActor; @@ -7033,7 +7034,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_OVERRIDE_MOVEMENT); chest->unk_1F4 = 1; Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS); } else { @@ -7212,7 +7213,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { Player_AnimReplaceApplyFlags( play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); return true; } @@ -7293,7 +7294,7 @@ s32 Player_TryEnteringCrawlspace(Player* this, PlayState* play, u32 interactWall Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_start); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); return true; @@ -7384,7 +7385,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_end); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); OnePointCutscene_Init(play, 9601, 999, NULL, CAM_ID_MAIN); } else { @@ -7395,7 +7396,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { 0.0f); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); OnePointCutscene_Init(play, 9602, 999, NULL, CAM_ID_MAIN); } @@ -10115,7 +10116,7 @@ void func_808467D4(PlayState* play, Player* this) { 0.0f); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_OVERRIDE_MOVEMENT); if (LINK_IS_ADULT) { func_80846720(play, this, 0); @@ -10126,7 +10127,7 @@ void func_808467D4(PlayState* play, Player* this) { void func_808468A8(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084F9A0, 0); Player_AnimReplaceApplyFlags(play, this, - ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } @@ -11287,7 +11288,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->stateFlags1 |= PLAYER_STATE1_23; Player_AnimPlayOnce(play, this, &gPlayerAnim_link_uma_wait_1); Player_AnimReplaceApplyFlags(play, this, - ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = 99; } @@ -11313,7 +11314,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { func_8084FF7C(this); } - if (!(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT)) { + if (!(this->skelAnime.movementFlags & ANIM_FLAG_OVERRIDE_MOVEMENT)) { if (((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sFloorType == FLOOR_TYPE_5) && (this->currentBoots != PLAYER_BOOTS_IRON)) || ((this->currentBoots == PLAYER_BOOTS_HOVER) && @@ -11498,11 +11499,11 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { Player_UpdateCamAndSeqModes(play, this); - if (this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_SETMOVE) { - AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, - (this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) - ? 1.0f - : this->ageProperties->unk_08); + if (this->skelAnime.movementFlags & ANIM_FLAG_ENABLE_MOVEMENT) { + AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, + (this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) + ? 1.0f + : this->ageProperties->unk_08); } Player_UpdateShapeYaw(this, play); @@ -12095,7 +12096,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) { } else if (func_808332B8(this)) { Player_Action_8084D610(this, play); } else if (!Player_CheckHostileLockOn(this) && LinkAnimation_Update(play, &this->skelAnime)) { - if (this->skelAnime.moveFlags != 0) { + if (this->skelAnime.movementFlags != 0) { func_80832DBC(this); if ((this->talkActor->category == ACTORCAT_NPC) && (this->heldItemAction != PLAYER_IA_FISHING_POLE)) { Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_talk_free); @@ -12543,8 +12544,8 @@ void Player_Action_8084C760(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (!(this->stateFlags1 & PLAYER_STATE1_0)) { // While inside a crawlspace, player's skeleton does not move - if (this->skelAnime.moveFlags != 0) { - this->skelAnime.moveFlags = 0; + if (this->skelAnime.movementFlags != 0) { + this->skelAnime.movementFlags = 0; return; } @@ -14130,7 +14131,7 @@ void Player_Action_808502D0(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (!Player_ActionChange_7(this, play)) { - u8 sp43 = this->skelAnime.moveFlags; + u8 sp43 = this->skelAnime.movementFlags; LinkAnimationHeader* sp3C; if (Player_CheckHostileLockOn(this)) { @@ -14140,7 +14141,7 @@ void Player_Action_808502D0(Player* this, PlayState* play) { } func_80832318(this); - this->skelAnime.moveFlags = 0; + this->skelAnime.movementFlags = 0; if ((sp3C == &gPlayerAnim_link_fighter_Lpower_jump_kiru_end) && (this->modelAnimType != PLAYER_ANIMTYPE_3)) { @@ -14149,7 +14150,7 @@ void Player_Action_808502D0(Player* this, PlayState* play) { func_8083A098(this, sp3C, play); - this->skelAnime.moveFlags = sp43; + this->skelAnime.movementFlags = sp43; this->stateFlags3 |= PLAYER_STATE3_3; } } else if (this->heldItemAction == PLAYER_IA_HAMMER) { @@ -14709,7 +14710,7 @@ void func_808510D4(PlayState* play, Player* this, void* anim) { void func_808510F4(PlayState* play, Player* this, void* anim) { Player_AnimReplacePlayOnce(play, this, anim, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } @@ -14719,7 +14720,7 @@ void func_80851114(PlayState* play, Player* this, void* anim) { void func_80851134(PlayState* play, Player* this, void* anim) { Player_AnimReplacePlayLoop(play, this, anim, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } @@ -14967,7 +14968,7 @@ void func_808519EC(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_9C); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_OVERRIDE_MOVEMENT); } @@ -15079,13 +15080,13 @@ void func_80851E28(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_80851E64(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_link_swimer_swim_get, - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80851E90(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnce(play, this, &gPlayerAnim_clink_op3_negaeri, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); Player_PlayVoiceSfx(this, NA_SE_VO_LI_GROAN); } @@ -15093,7 +15094,7 @@ void func_80851E90(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_80851ECC(PlayState* play, Player* this, CsCmdActorCue* cue) { if (LinkAnimation_Update(play, &this->skelAnime)) { Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait2, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } } @@ -15121,7 +15122,7 @@ static AnimSfxEntry D_808551BC[] = { void func_80851FB0(PlayState* play, Player* this, CsCmdActorCue* cue) { if (LinkAnimation_Update(play, &this->skelAnime)) { Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait3, - ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = 1; } else if (this->av2.actionVar2 == 0) { @@ -15147,7 +15148,7 @@ void func_80852048(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_80852080(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_clink_demo_futtobi, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | + ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); Player_PlayVoiceSfx(this, NA_SE_VO_LI_FALL_L); } @@ -15197,7 +15198,7 @@ void func_80852234(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_8085225C(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplaceApplyFlags( - play, this, ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); + play, this, ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80852280(PlayState* play, Player* this, CsCmdActorCue* cue) { @@ -15424,7 +15425,7 @@ void func_80852A54(PlayState* play, Player* this, CsCmdActorCue* cue) { func_808529D0(play, this, cue); } - this->skelAnime.moveFlags = 0; + this->skelAnime.movementFlags = 0; Player_ZeroRootLimbYaw(this); } @@ -15436,7 +15437,7 @@ void func_80852B4C(PlayState* play, Player* this, CsCmdActorCue* cue, struct_808 } if ((D_80858AA0 & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) && - !(this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT)) { + !(this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT)) { this->skelAnime.morphTable[0].y /= this->ageProperties->unk_08; D_80858AA0 = 0; } @@ -15476,7 +15477,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) { } } - D_80858AA0 = this->skelAnime.moveFlags; + D_80858AA0 = this->skelAnime.movementFlags; func_80832DBC(this); PRINTF("TOOL MODE=%d\n", csAction); @@ -15495,7 +15496,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) { void Player_Action_CsAction(Player* this, PlayState* play) { if (this->csAction != this->prevCsAction) { - D_80858AA0 = this->skelAnime.moveFlags; + D_80858AA0 = this->skelAnime.movementFlags; func_80832DBC(this); this->prevCsAction = this->csAction; @@ -15631,7 +15632,7 @@ void func_80853148(PlayState* play, Actor* actor) { if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) { Player_AnimReplaceApplyFlags( - play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_ADJUST_STARTING_POS); + play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS); } func_80832224(this);