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Clean up SkelAnime_GetFrameCount usage (#245)
* fix colliderinit typo * clean up SkelAnime_GetFrameCount usage * line breaks
This commit is contained in:
parent
4fb01c6b21
commit
c589285826
10 changed files with 60 additions and 40 deletions
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@ -170,7 +170,7 @@
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_effect_soft_sprite_old_init/func_80029DBC.s")
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void EffectSsSolderSrchBall_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 arg4,
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s16* linkDetected) {
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s16* linkDetected) {
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EffectSsSolderSrchBallInitParams initParams;
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Math_Vec3f_Copy(&initParams.pos, pos);
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@ -192,7 +192,7 @@ void func_8098E6EC(DemoSa* this, GlobalContext* globalCtx, s32 actionIdx) {
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void func_8098E76C(DemoSa* this, AnimationHeader* animationHeader, u8 arg2, f32 transitionRate, s32 arg4) {
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s32 pad[2];
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s16 frameCount = SkelAnime_GetFrameCount(&animationHeader->genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&animationHeader->genericHeader);
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f32 playbackSpeed;
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f32 unk0;
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f32 fc;
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@ -212,8 +212,8 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
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AnimationHeader* objSegChangeAnime = &D_060070F0;
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if (globalCtx->csCtx.npcActions[0]->action == 4) {
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f,
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(f32)SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f, SkelAnime_GetFrameCount(objSegFrameCount),
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2, -4.0f);
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this->unk_2AA += 1;
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this->actor.shape.shadowDrawFunc = ActorShadow_DrawFunc_Circle;
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}
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@ -343,10 +343,10 @@ void func_809DFE98(Actor* thisx, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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if (this->skelAnime.animCurrentSeg == &D_06004348) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06004E98, 1.0f, 0.0f,
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(f32)SkelAnime_GetFrameCount(&D_06004E98.genericHeader), 2, 1.0f);
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SkelAnime_GetFrameCount(&D_06004E98.genericHeader), 2, 1.0f);
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} else {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06004348, 1.0f, 0.0f,
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(f32)SkelAnime_GetFrameCount(&D_06004348.genericHeader), 0, 1.0f);
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SkelAnime_GetFrameCount(&D_06004348.genericHeader), 0, 1.0f);
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}
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}
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this->actionFunc(this, globalCtx);
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@ -140,9 +140,10 @@ void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, frameCount, 0, this->transitionRate);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, (s16)frameCount, 0,
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this->transitionRate);
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this->bodyTurnSpeed = 0.0f;
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this->moveSpeed = 0.0f;
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this->headDirection = Math_Rand_ZeroFloat(1.99f);
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@ -223,9 +224,9 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupMoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 3.0f, 0.0f, frameCount, 0, -3.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 3.0f, 0.0f, (s16)frameCount, 0, -3.0f);
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this->bodyTurnSpeed = 0.0f;
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this->moveSpeed = 0.0f;
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func_8010B680(globalCtx, 0x702D, &this->actor);
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@ -251,9 +252,10 @@ void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
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void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 rand;
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, frameCount, 0, this->transitionRate);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, (s16)frameCount, 0,
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this->transitionRate);
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this->headBehaviorDecided = false;
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this->headDirection = Math_Rand_ZeroFloat(1.99f);
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rand = Math_Rand_ZeroFloat(50.0f);
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@ -320,9 +322,9 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupTurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, frameCount, 0, -10.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->kickTimer = 30;
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this->actionFunc = EnHeishi1_TurnTowardLink;
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}
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@ -342,9 +344,9 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupKick(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, frameCount, 0, -10.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = EnHeishi1_Kick;
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}
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@ -368,9 +370,9 @@ void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupWaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 frameCount = (f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, frameCount, 0, -10.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = EnHeishi1_WaitNight;
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}
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@ -153,6 +153,7 @@ void EnHeishi2_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnHeishi2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnHeishi2* this = THIS;
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if ((this->collider.dim.radius != 0) || (this->collider.dim.height != 0)) {
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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@ -165,8 +166,9 @@ void func_80A531D8(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A531E4(EnHeishi2* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f,
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(s16)(f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader), 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = func_80A53278;
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}
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@ -262,14 +264,14 @@ void func_80A53538(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A535BC(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frames = SkelAnime_GetFrameCount(&D_06005500.genericHeader);
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this->unk_2EC = frames;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frames, 2, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005500.genericHeader);
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this->unk_2EC = frameCount;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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this->actionFunc = func_80A53638;
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}
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void func_80A53638(EnHeishi2* this, GlobalContext* globalCtx) {
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Actor* thisx;
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f32 frameCount;
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BgSpot15Saku* actor;
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@ -299,8 +301,9 @@ void func_80A53638(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A5372C(EnHeishi2* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f,
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(s16)(f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader), 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->unk_2F2[0] = 200;
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this->cameraId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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@ -319,6 +322,7 @@ void func_80A5372C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53850(EnHeishi2* this, GlobalContext* globalCtx) {
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BgSpot15Saku* gate;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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func_800C04D8(globalCtx, this->cameraId, &this->unk_280, &this->unk_28C);
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gate = (BgSpot15Saku*)this->attachedGate;
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@ -334,6 +338,7 @@ void func_80A53850(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53908(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = func_80A5399C;
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}
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@ -426,6 +431,7 @@ void func_80A53C0C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53C90(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005500.genericHeader);
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this->unk_2EC = frameCount;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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this->actionFunc = func_80A53D0C;
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@ -462,8 +468,9 @@ void func_80A53D0C(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A53DF8(EnHeishi2* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f,
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(s16)(f32)SkelAnime_GetFrameCount(&D_06005C30.genericHeader), 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->unk_2F2[0] = 200;
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this->cameraId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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@ -486,6 +493,7 @@ void func_80A53DF8(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
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BgGateShutter* gate;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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func_800C04D8(globalCtx, this->cameraId, &this->unk_280, &this->unk_28C);
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gate = (BgGateShutter*)this->attachedGate;
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@ -586,6 +594,7 @@ void func_80A5427C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A54320(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005500.genericHeader);
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this->unk_2EC = frameCount;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005500, 1.0f, 0.0f, frameCount, 2, -10.0f);
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this->audioFlag = 0;
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@ -742,6 +751,7 @@ void func_80A5475C(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A54954(EnHeishi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = func_80A549E8;
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}
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@ -798,6 +808,7 @@ void EnHeishi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 EnHeishi2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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Actor* thisx) {
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EnHeishi2* this = THIS;
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switch (this->initParams) {
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case 1:
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break;
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@ -78,12 +78,14 @@ void EnHeishi3_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnHeishi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnHeishi3* this = THIS;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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void EnHeishi3_SetupGuardType(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frames = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)(f32)frames, 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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if (this->unk_278 == 0) {
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this->actionFunc = EnHeishi3_StandSentinelInGrounds;
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} else {
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@ -157,8 +159,9 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
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}
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void EnHeishi3_CatchStart(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frames = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 1.0f, 0.0f, (s16)(f32)frames, 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->caughtTimer = 20;
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this->actionFunc = func_80A55BD4;
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this->actor.speedXZ = 2.5f;
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@ -179,8 +182,9 @@ void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx) {
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}
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void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frames = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)(f32)frames, 0, -10.0f);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = func_80A55D00;
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}
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@ -200,6 +204,7 @@ void func_80A55D00(EnHeishi3* this, GlobalContext* globalCtx) {
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void EnHeishi3_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnHeishi3* this = THIS;
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s32 pad;
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Actor_SetHeight(&this->actor, 60.0f);
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this->unk_274 += 1;
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if (this->caughtTimer != 0) {
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@ -216,6 +221,7 @@ void EnHeishi3_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 EnHeishi3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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Actor* thisx) {
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EnHeishi3* this = THIS;
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if (limbIndex == 9) {
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rot->x += this->unk_26E;
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}
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@ -230,6 +236,7 @@ s32 EnHeishi3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
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void EnHeishi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnHeishi3* this = THIS;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi3_OverrideLimbDraw, NULL,
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&this->actor);
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@ -514,7 +514,7 @@ void EnHintnuts_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetHeight(&this->actor, this->skelAnime.animCurrentFrame);
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} else if (this->actionFunc == EnHintnuts_Burrow) {
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Actor_SetHeight(&this->actor, 20.0f - ((this->skelAnime.animCurrentFrame * 20.0f) /
|
||||
(f32)SkelAnime_GetFrameCount(&D_060024CC.genericHeader)));
|
||||
SkelAnime_GetFrameCount(&D_060024CC.genericHeader)));
|
||||
} else {
|
||||
Actor_SetHeight(&this->actor, 20.0f);
|
||||
}
|
||||
|
|
|
@ -137,10 +137,10 @@ void EnSb_SetupWaitOpen(EnSb* this) {
|
|||
}
|
||||
|
||||
void EnSb_SetupLunge(EnSb* this) {
|
||||
f32 frames = SkelAnime_GetFrameCount(&D_06000124.genericHeader);
|
||||
f32 frameCount = SkelAnime_GetFrameCount(&D_06000124.genericHeader);
|
||||
f32 playbackSpeed = this->actor.waterY > 0.0f ? 1.0f : 0.0f;
|
||||
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frames, 2, 0);
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, 2, 0);
|
||||
this->behavior = SHELLBLADE_LUNGE;
|
||||
this->actionFunc = EnSb_Lunge;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
|
||||
|
|
|
@ -141,7 +141,7 @@ void EnWallmas_SetupDrop(EnWallmas* this, GlobalContext* globalCtx) {
|
|||
Player* player = PLAYER;
|
||||
AnimationHeader* objSegChangeAnime = &D_0600299C;
|
||||
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 0.0f, 20.0f, (f32)SkelAnime_GetFrameCount(&D_0600299C), 2,
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 0.0f, 20.0f, SkelAnime_GetFrameCount(&D_0600299C), 2,
|
||||
0.0f);
|
||||
|
||||
this->unk_2c4 = player->actor.posRot.pos.y;
|
||||
|
@ -188,8 +188,8 @@ void EnWallmas_SetupReturnToCeiling(EnWallmas* this) {
|
|||
this->timer = 0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 3.0f, 0.0f,
|
||||
(f32)SkelAnime_GetFrameCount(objSegFrameCount), 2, -3.0f);
|
||||
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 3.0f, 0.0f, SkelAnime_GetFrameCount(objSegFrameCount), 2,
|
||||
-3.0f);
|
||||
|
||||
this->actionFunc = EnWallmas_ReturnToCeiling;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue