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Standardize "ActorMovement" over "ActorMove" (#2214)

* ActorMove -> ActorMovement

* more move -> movement

* ANIM_FLAG_ENABLE_MOVEMENT

* format
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fig02 2024-09-23 10:07:11 -04:00 committed by GitHub
parent ebd2b8dd50
commit bb3848262d
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GPG key ID: B5690EEEBB952194
14 changed files with 124 additions and 117 deletions

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@ -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) {