From db262c2579fc6c62562261a9500331daae04356c Mon Sep 17 00:00:00 2001 From: feacur Date: Tue, 12 Nov 2024 15:01:04 +0100 Subject: [PATCH] rename animation states as sequences a continuation of b11a9e9942e1725824e54099f84085ff2165e854 --- src/overlays/actors/ovl_En_Md/z_en_md.c | 30 ++++++++++++------------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c index 4a3f282822..0b2ad7285d 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -291,7 +291,7 @@ void EnMd_UpdateAnimSequence_StopWalking(EnMd* this) { } } -void EnMd_SetAnimState(EnMd* this, u8 state) { +void EnMd_SetAnimSequence(EnMd* this, u8 state) { this->animSequence = state; this->animSequenceEntry = 0; } @@ -339,48 +339,48 @@ void EnMd_UpdateAnimSequence_WithTalking(EnMd* this) { switch (this->actor.textId) { case 0x102F: if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } if ((this->messageEntry == 2) && (this->animSequence != ENMD_ANIM_SEQ_HALT_TO_CURIOUS)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); } if ((this->messageEntry == 5) && (this->animSequence != ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_CURIOUS_TO_ANNOYED); } if ((this->messageEntry == 11) && (this->animSequence != ENMD_ANIM_SEQ_ANNOYED_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); } break; case 0x1033: if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } if ((this->messageEntry == 1) && (this->animSequence != ENMD_ANIM_SEQ_HALT_TO_CURIOUS)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_HALT_TO_CURIOUS); } if ((this->messageEntry == 5) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_AKIMBO_TO_ANNOYED); } if ((this->messageEntry == 7) && (this->animSequence != ENMD_ANIM_SEQ_ANNOYED_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_ANNOYED_TO_HALT); } break; case 0x1030: case 0x1034: case 0x1045: if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_AKIMBO_TO_HALT)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_AKIMBO_TO_HALT); } break; case 0x1046: if ((this->messageEntry == 0) && (this->animSequence != ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_SURPRISE_TO_ANNOYED); } break; } } else if (this->skelAnime.animation != &gMidoAkimboLoopAnim) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_LOOP); - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_NONE); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_NONE); } EnMd_UpdateAnimSequence(this); @@ -714,7 +714,7 @@ void EnMd_Idle(EnMd* this, PlayState* play) { func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX); } else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->animSequence != ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO)) { - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_SURPRISE_TO_AKIMBO); } EnMd_UpdateAnimSequence_WithTalking(this); @@ -764,7 +764,7 @@ void EnMd_BlockPath(EnMd* this, PlayState* play) { SET_EVENTCHKINF(EVENTCHKINF_0A); } - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_WALK_AWAY); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_WALK_AWAY); EnMd_UpdateAnimSequence(this); this->waypoint = 1; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; @@ -828,7 +828,7 @@ void EnMd_Walk(EnMd* this, PlayState* play) { return; } - EnMd_SetAnimState(this, ENMD_ANIM_SEQ_STOP_WALKING); + EnMd_SetAnimSequence(this, ENMD_ANIM_SEQ_STOP_WALKING); this->skelAnime.playSpeed = 0.0f; this->actor.speed = 0.0f;