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Document object_mk (#1389)
* Updated object_mk animation, limb, and skeleton names * Updated object_mk texture and DList names * Added comment to object_mk.xml * Remove "ing" from Anim names Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update z_en_mk.c to not use "ing" in names * Running formatter --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
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@@ -57,8 +57,8 @@ static ColliderCylinderInit sCylinderInit = {
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s32 func_809592E0(EnMk* this, s16 index) {
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AnimationHeader* sAnimations[] = {
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&object_mk_Anim_001C38, &object_mk_Anim_000438, &object_mk_Anim_0007D8,
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&object_mk_Anim_0010F4, &object_mk_Anim_001964,
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&gMarineResearcherIdleAnim, &gMarineResearcherHeadWaggleAnim, &gMarineResearcherYellAnim,
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&gMarineResearcherShakeInFearAnim, &gMarineResearcherStrokeChinAnim,
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};
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if (index == this->unk_27C) {
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@@ -82,8 +82,8 @@ void EnMk_Init(Actor* thisx, PlayState* play) {
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this->actor.terminalVelocity = -4.0f;
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this->actor.gravity = -1.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &object_mk_Skel_006CA0, &object_mk_Anim_001C38, this->jointTable,
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this->morphTable, OBJECT_MK_LIMB_MAX);
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SkelAnime_InitFlex(play, &this->skelAnime, &gMarineResearcherSkel, &gMarineResearcherIdleAnim, this->jointTable,
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this->morphTable, MARINE_RESEARCHER_LIMB_MAX);
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this->unk_27C = -1;
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func_809592E0(this, 0);
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@@ -463,7 +463,7 @@ void EnMk_Update(Actor* thisx, PlayState* play) {
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s32 EnMk_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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EnMk* this = THIS;
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if (limbIndex == OBJECT_MK_LIMB_0B) {
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if (limbIndex == MARINE_RESEARCHER_LIMB_HEAD) {
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rot->y -= this->unk_270.y;
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rot->z += this->unk_270.x;
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}
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@@ -475,7 +475,7 @@ Vec3f D_8095A2A0 = { 1000.0f, -100.0f, 0.0f };
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void EnMk_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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EnMk* this = THIS;
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if (limbIndex == OBJECT_MK_LIMB_0B) {
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if (limbIndex == MARINE_RESEARCHER_LIMB_HEAD) {
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Matrix_MultVec3f(&D_8095A2A0, &this->actor.focus.pos);
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}
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}
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@@ -12,8 +12,8 @@ typedef struct EnMk {
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/* 0x000 */ Actor actor;
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/* 0x144 */ ColliderCylinder collider;
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/* 0x190 */ SkelAnime skelAnime;
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/* 0x1D4 */ Vec3s jointTable[OBJECT_MK_LIMB_MAX];
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/* 0x222 */ Vec3s morphTable[OBJECT_MK_LIMB_MAX];
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/* 0x1D4 */ Vec3s jointTable[MARINE_RESEARCHER_LIMB_MAX];
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/* 0x222 */ Vec3s morphTable[MARINE_RESEARCHER_LIMB_MAX];
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/* 0x270 */ Vec3s unk_270;
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/* 0x276 */ s16 csIdList[2];
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/* 0x27A */ u16 unk_27A;
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