mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-14 11:00:41 +00:00
Rename ANIM_FLAG_0
to ANIM_FLAG_UPDATE_XZ
(#1964)
* rename anim flag 0 * review * missed a word
This commit is contained in:
parent
38921684a5
commit
e4eb5e27b3
12 changed files with 76 additions and 48 deletions
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@ -176,19 +176,19 @@ void DemoEc_UpdateBgFlags(DemoEc* this, PlayState* play) {
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}
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void func_8096D594(DemoEc* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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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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}
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void func_8096D5D4(DemoEc* 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_0 | ANIM_FLAG_UPDATE_Y;
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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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}
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void func_8096D64C(DemoEc* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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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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}
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@ -54,12 +54,12 @@ s32 DemoIk_CheckForCue(PlayState* play, u16 cueId, s32 cueChannel) {
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}
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void DemoIk_SetMove(DemoIk* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void DemoIk_EndMove(DemoIk* this) {
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this->skelAnime.moveFlags &= ~ANIM_FLAG_0;
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this->skelAnime.moveFlags &= ~ANIM_FLAG_UPDATE_XZ;
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}
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f32 DemoIk_GetCurFrame(DemoIk* this) {
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@ -337,7 +337,7 @@ void func_80A795C8(EnIn* this, PlayState* play) {
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void func_80A79690(SkelAnime* skelAnime, EnIn* this, PlayState* play) {
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if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_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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}
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}
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@ -756,7 +756,7 @@ void EnNb_InitDemo6KInConfrontation(EnNb* this, PlayState* play) {
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}
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void func_80AB2688(EnNb* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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@ -391,17 +391,17 @@ s32 EnRu1_UpdateSkelAnime(EnRu1* this) {
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}
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void func_80AEB364(EnRu1* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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void func_80AEB3A4(EnRu1* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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func_80AEB364(this, play);
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}
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void func_80AEB3CC(EnRu1* this) {
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this->skelAnime.moveFlags &= ~ANIM_FLAG_0;
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this->skelAnime.moveFlags &= ~ANIM_FLAG_UPDATE_XZ;
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}
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void func_80AEB3DC(EnRu1* this, PlayState* play) {
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@ -462,7 +462,7 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) {
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SkelAnime* skelAnime = &this->skelAnime;
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if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_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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}
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}
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@ -473,13 +473,13 @@ void func_80AEB738(EnRu1* this, PlayState* play) {
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skelAnime->baseTransl = skelAnime->jointTable[0];
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skelAnime->prevTransl = skelAnime->jointTable[0];
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if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
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skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_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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}
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}
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void func_80AEB7D0(EnRu1* this) {
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this->skelAnime.moveFlags &= ~(ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y);
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this->skelAnime.moveFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
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}
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f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) {
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@ -254,25 +254,25 @@ 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_0 | ANIM_FLAG_UPDATE_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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}
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}
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void func_80B3C924(EnXc* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
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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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}
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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_0 | ANIM_FLAG_UPDATE_Y;
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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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}
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void func_80B3C9DC(EnXc* this) {
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this->skelAnime.moveFlags &= ~(ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y);
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this->skelAnime.moveFlags &= ~(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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@ -345,7 +345,7 @@ void func_80B4B834(CsCmdActorCue* cue, Vec3f* dest) {
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}
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void func_80B4B874(EnZl1* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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@ -298,7 +298,7 @@ void EnZl4_UpdateFace(EnZl4* this) {
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}
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void EnZl4_SetMove(EnZl4* this, PlayState* play) {
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this->skelAnime.moveFlags |= ANIM_FLAG_0;
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this->skelAnime.moveFlags |= ANIM_FLAG_UPDATE_XZ;
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AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
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}
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@ -3399,8 +3399,8 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) {
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this->stateFlags3 |= PLAYER_STATE3_7;
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Player_AnimPlayOnce(play, this, &gPlayerAnim_link_hook_fly_start);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE |
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ANIM_FLAG_PLAYER_7);
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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func_80832224(this);
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this->yaw = this->actor.shape.rot.y;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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@ -4144,7 +4144,8 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) {
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Player_AnimPlayOnceAdjusted(play, this, D_80854190[arg2].unk_00);
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if ((arg2 != PLAYER_MWA_FLIPSLASH_START) && (arg2 != PLAYER_MWA_JUMPSLASH_START)) {
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Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_0 | ANIM_FLAG_PLAYER_SETMOVE);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_SETMOVE);
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}
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this->yaw = this->actor.shape.rot.y;
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@ -4189,7 +4190,7 @@ s32 func_80837B18(PlayState* play, Player* this, s32 damage) {
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void func_80837B60(Player* this) {
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this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
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func_80832E48(this, ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y);
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func_80832E48(this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
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}
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void func_80837B9C(Player* this, PlayState* play) {
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@ -5054,7 +5055,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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func_80832224(this);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y |
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7);
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// If this door is the second half of a double door (spawned as child)
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@ -5365,7 +5366,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) {
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this->stateFlags1 |= PLAYER_STATE1_21;
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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this->av2.actionVar2 = -1;
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@ -6720,8 +6721,8 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) {
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Actor_MountHorse(play, this, &rideActor->actor);
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Player_AnimPlayOnce(play, this, D_80854578[temp].anim);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE |
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ANIM_FLAG_PLAYER_7);
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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this->actor.parent = this->rideActor;
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func_80832224(this);
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@ -6888,7 +6889,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
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(Item_CheckObtainability(giEntry->itemId) == ITEM_NONE)) {
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Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_98);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y |
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_PLAYER_7);
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chest->unk_1F4 = 1;
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@ -7067,7 +7068,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) {
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Math_Vec3f_Copy(&this->actor.prevPos, &this->actor.world.pos);
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Player_AnimPlayOnce(play, this, anim);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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return true;
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@ -7148,7 +7149,7 @@ s32 Player_TryEnteringCrawlspace(Player* this, PlayState* play, u32 interactWall
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this->actor.prevPos = this->actor.world.pos;
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Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_start);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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return true;
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@ -7238,7 +7239,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) {
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this->actor.shape.rot.y = this->actor.wallYaw + 0x8000;
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Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_end);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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OnePointCutscene_Init(play, 9601, 999, NULL, CAM_ID_MAIN);
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} else {
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@ -7248,7 +7249,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) {
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Animation_GetLastFrame(&gPlayerAnim_link_child_tunnel_start), 0.0f, ANIMMODE_ONCE,
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0.0f);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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OnePointCutscene_Init(play, 9602, 999, NULL, CAM_ID_MAIN);
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}
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@ -9967,8 +9968,8 @@ void func_808467D4(PlayState* play, Player* this) {
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LinkAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A0, 2.0f / 3.0f, 0.0f, 0.0f, ANIMMODE_ONCE,
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0.0f);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7);
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7);
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if (LINK_IS_ADULT) {
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func_80846720(play, this, 0);
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}
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@ -9978,8 +9979,8 @@ void func_808467D4(PlayState* play, Player* this) {
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void func_808468A8(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F9A0, 0);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE |
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ANIM_FLAG_PLAYER_7);
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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}
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void func_808468E8(PlayState* play, Player* this) {
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@ -11134,7 +11135,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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this->stateFlags1 |= PLAYER_STATE1_23;
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Player_AnimPlayOnce(play, this, &gPlayerAnim_link_uma_wait_1);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE |
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ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
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this->av2.actionVar2 = 99;
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}
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@ -12154,7 +12155,7 @@ void Player_Action_8084BDFC(Player* this, PlayState* play) {
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this->stateFlags2 |= PLAYER_STATE2_6;
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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func_80832E48(this, ANIM_FLAG_0);
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func_80832E48(this, ANIM_FLAG_UPDATE_XZ);
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func_8083C0E8(this, play);
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return;
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}
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@ -14800,8 +14801,8 @@ void func_808519EC(PlayState* play, Player* this, CsCmdActorCue* cue) {
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this->actor.shape.rot.y = -0x8000;
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Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_9C);
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Player_AnimReplaceApplyFlags(play, this,
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 |
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ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7);
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ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7);
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}
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static struct_808551A4 D_808551A4[] = {
|
||||
|
@ -14977,8 +14978,8 @@ void func_80852048(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|||
|
||||
void func_80852080(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_clink_demo_futtobi,
|
||||
ANIM_FLAG_0 | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE |
|
||||
ANIM_FLAG_PLAYER_7);
|
||||
ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
|
||||
ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7);
|
||||
func_80832698(this, NA_SE_VO_LI_FALL_L);
|
||||
}
|
||||
|
||||
|
@ -15458,7 +15459,8 @@ void func_80853148(PlayState* play, Actor* actor) {
|
|||
}
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) {
|
||||
Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_0 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE);
|
||||
Player_AnimReplaceApplyFlags(play, this,
|
||||
ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE);
|
||||
}
|
||||
|
||||
func_80832224(this);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue