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Standardize "ActorMovement" over "ActorMove" (#1773)
* actor movement * cleanup * missed one
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@@ -189,8 +189,8 @@ void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4
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EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
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enHy->skelAnime.baseTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.prevTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
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AnimTaskQueue_AddActorMove(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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enHy->skelAnime.movementFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
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AnimTaskQueue_AddActorMovement(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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door->knobDoor.requestOpen = true;
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door->knobDoor.animIndex = animIndex;
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}
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@@ -2235,11 +2235,12 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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sPlayerCurBodyPartPos = &player->bodyPartsPos[0] - 1;
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if (player->transformation != PLAYER_FORM_FIERCE_DEITY) {
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if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_1)) {
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if (!(player->skelAnime.movementFlags & ANIM_FLAG_4) || (player->skelAnime.movementFlags & ANIM_FLAG_1)) {
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pos->x *= player->ageProperties->unk_08;
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pos->z *= player->ageProperties->unk_08;
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}
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if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
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if (!(player->skelAnime.movementFlags & ANIM_FLAG_4) ||
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(player->skelAnime.movementFlags & ANIM_FLAG_UPDATE_Y)) {
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pos->y *= player->ageProperties->unk_08;
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}
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}
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+14
-13
@@ -19,7 +19,7 @@ void AnimTask_Copy(struct PlayState* play, AnimTaskData* data);
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void AnimTask_Interp(struct PlayState* play, AnimTaskData* data);
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void AnimTask_CopyUsingMap(struct PlayState* play, AnimTaskData* data);
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void AnimTask_CopyUsingMapInverted(struct PlayState* play, AnimTaskData* data);
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void AnimTask_ActorMove(struct PlayState* play, AnimTaskData* data);
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void AnimTask_ActorMovement(struct PlayState* play, AnimTaskData* data);
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s32 sCurAnimTaskGroup;
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s32 sDisabledTransformTaskGroups;
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@@ -1121,13 +1121,13 @@ void AnimTaskQueue_AddCopyUsingMapInverted(PlayState* play, s32 vecCount, Vec3s*
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/**
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* Creates a task which will move an actor according to the translation of its root limb for the current frame.
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*/
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void AnimTaskQueue_AddActorMove(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScale) {
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void AnimTaskQueue_AddActorMovement(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScale) {
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AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_ACTOR_MOVE);
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if (task != NULL) {
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task->data.actorMove.actor = actor;
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task->data.actorMove.skelAnime = skelAnime;
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task->data.actorMove.diffScale = moveDiffScale;
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task->data.actorMovement.actor = actor;
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task->data.actorMovement.skelAnime = skelAnime;
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task->data.actorMovement.diffScale = moveDiffScale;
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}
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}
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@@ -1210,9 +1210,10 @@ void AnimTask_CopyUsingMapInverted(PlayState* play, AnimTaskData* data) {
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/**
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* Move an actor according to the translation of its root limb for the current animation frame.
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* The actor's current shape yaw will factor into the resulting movement.
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*/
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void AnimTask_ActorMove(PlayState* play, AnimTaskData* data) {
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AnimTaskActorMove* task = &data->actorMove;
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void AnimTask_ActorMovement(PlayState* play, AnimTaskData* data) {
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AnimTaskActorMovement* task = &data->actorMovement;
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Actor* actor = task->actor;
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Vec3f diff;
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@@ -1231,8 +1232,8 @@ typedef void (*AnimTaskFunc)(struct PlayState* play, AnimTaskData* data);
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*/
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void AnimTaskQueue_Update(PlayState* play, AnimTaskQueue* animTaskQueue) {
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static AnimTaskFunc sAnimTaskFuncs[ANIMTASK_MAX] = {
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AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
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AnimTask_CopyUsingMapInverted, AnimTask_ActorMove,
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AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
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AnimTask_CopyUsingMapInverted, AnimTask_ActorMovement,
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};
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AnimTask* task = animTaskQueue->tasks;
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@@ -1978,7 +1979,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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f32 sin;
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f32 cos;
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if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
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if (skelAnime->movementFlags & ANIM_FLAG_NOMOVE) {
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diff->z = 0.0f;
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diff->x = 0.0f;
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} else {
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@@ -1996,8 +1997,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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skelAnime->prevTransl.z = skelAnime->jointTable[LIMB_ROOT_POS].z;
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skelAnime->jointTable[LIMB_ROOT_POS].z = skelAnime->baseTransl.z;
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if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
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if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
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if (skelAnime->movementFlags & ANIM_FLAG_UPDATE_Y) {
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if (skelAnime->movementFlags & ANIM_FLAG_NOMOVE) {
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diff->y = 0.0f;
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} else {
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diff->y = skelAnime->jointTable[LIMB_ROOT_POS].y - skelAnime->prevTransl.y;
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@@ -2008,7 +2009,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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diff->y = 0.0f;
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skelAnime->prevTransl.y = skelAnime->jointTable[LIMB_ROOT_POS].y;
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}
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skelAnime->moveFlags &= ~ANIM_FLAG_NOMOVE;
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skelAnime->movementFlags &= ~ANIM_FLAG_NOMOVE;
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}
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/**
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