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Standardize "ActorMovement" over "ActorMove" (#1773)
* actor movement * cleanup * missed one
This commit is contained in:
+13
-5
@@ -22,7 +22,15 @@ struct PlayerAnimationFrame;
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#define ANIM_FLAG_1 (1 << 0)
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#define ANIM_FLAG_UPDATE_Y (1 << 1)
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#define ANIM_FLAG_4 (1 << 2)
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#define ANIM_FLAG_8 (1 << 3)
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// When this flag is set, ActorMovement tasks will be queued.
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//
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// Note that individual actors are responsible for implementing the functionality of this flag.
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// In practice, Player is the only actor who implements this flag.
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// It is possible to bypass the need for this flag by manually calling `AnimTaskQueue_AddActorMovement`
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// when it is needed.
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#define ANIM_FLAG_ENABLE_MOVEMENT (1 << 3)
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#define ANIM_FLAG_NOMOVE (1 << 4)
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#define ANIM_FLAG_80 (1 << 7)
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#define ANIM_FLAG_100 (1 << 8)
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@@ -140,7 +148,7 @@ typedef struct {
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/* 0x0 */ struct Actor* actor;
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/* 0x4 */ struct SkelAnime* skelAnime;
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/* 0x8 */ f32 diffScale;
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} AnimTaskActorMove; // size = 0xC
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} AnimTaskActorMovement; // size = 0xC
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typedef union {
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AnimTaskLoadPlayerFrame loadPlayerFrame;
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@@ -148,7 +156,7 @@ typedef union {
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AnimTaskInterp interp;
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AnimTaskCopyUsingMap copyUsingMap;
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AnimTaskCopyUsingMapInverted copyUsingMapInverted;
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AnimTaskActorMove actorMove;
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AnimTaskActorMovement actorMovement;
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} AnimTaskData; // size = 0x3C
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typedef struct {
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@@ -192,7 +200,7 @@ typedef struct SkelAnime {
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s32 (*player)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Player's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x35 */ u8 movementFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevYaw; // Previous rotation in worldspace.
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/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
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/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
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@@ -262,7 +270,7 @@ void AnimTaskQueue_AddCopy(struct PlayState* play, s32 vecCount, Vec3s* dest, Ve
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void AnimTaskQueue_AddInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimTaskQueue_AddCopyUsingMap(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap);
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void AnimTaskQueue_AddCopyUsingMapInverted(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap);
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void AnimTaskQueue_AddActorMove(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScale);
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void AnimTaskQueue_AddActorMovement(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScale);
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void AnimTaskQueue_Update(struct PlayState* play, AnimTaskQueue* animTaskQueue);
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void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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