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Skelanime/Animation header cleanup (#1434)
* Skelanime/Animation header cleanup * touch up names of the two existing moveFlags macros * formatter is a dum dum D:
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6 changed files with 293 additions and 211 deletions
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@ -494,7 +494,6 @@ void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3);
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void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
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void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_Noop(Actor* actor, PlayState* play);
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void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
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@ -1117,91 +1116,6 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
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void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
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void Scene_SetTransitionForNextEntrance(PlayState* play);
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void Scene_Draw(PlayState* play);
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
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void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
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void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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s16 Animation_GetLength(void* animation);
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s16 Animation_GetLastFrame(void* animation);
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s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
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s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation);
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s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation);
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s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation);
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Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(PlayState* play);
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void AnimationContext_DisableQueue(PlayState* play);
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void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* frameTable);
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void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
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s32 limbBufCount);
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 frame);
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void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 frame);
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void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
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void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
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Vec3s* blendTable);
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void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
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Vec3s* blendTable);
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void LinkAnimation_EndLoop(SkelAnime* skelAnime);
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s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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BAD_RETURN(s32) SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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BAD_RETURN(s32) SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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BAD_RETURN(s32) SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation);
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
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u8 mode, f32 morphFrames, s8 taper);
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void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
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u8 mode, f32 morphFrames);
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void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
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void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
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