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Standardize "ActorMovement" over "ActorMove" (#2214)
* ActorMove -> ActorMovement * more move -> movement * ANIM_FLAG_ENABLE_MOVEMENT * format
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14 changed files with 124 additions and 117 deletions
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@ -253,25 +253,25 @@ void func_80B3C8CC(EnXc* this, PlayState* play) {
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SkelAnime* skelAnime = &this->skelAnime;
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if (skelAnime->jointTable[0].y >= skelAnime->baseTransl.y) {
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skelAnime->moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
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skelAnime->movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMovement(play, &this->actor, skelAnime, 1.0f);
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}
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}
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void func_80B3C924(EnXc* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80B3C964(EnXc* this, PlayState* play) {
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this->skelAnime.baseTransl = this->skelAnime.jointTable[0];
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this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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this->skelAnime.movementFlags |= ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y;
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AnimTaskQueue_AddActorMovement(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80B3C9DC(EnXc* this) {
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this->skelAnime.moveFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
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this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
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}
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void func_80B3C9EC(EnXc* this) {
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