Skeleton and shin name cleanup (#1413)

* Skeleton and shin name cleanup

* Use ANI_LIMB_MAX
This commit is contained in:
Tom Overton
2023-10-05 06:19:30 -07:00
committed by GitHub
parent 03d1a794e1
commit ac8d49ea6f
23 changed files with 41 additions and 41 deletions
+1 -1
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@@ -119,7 +119,7 @@ void DmZl_Init(Actor* thisx, PlayState* play) {
this->actor.targetArrowOffset = 1000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
// these three set to NULL should mean they are dynamically allocated
SkelAnime_InitFlex(play, &this->skelAnime, &gZl4Skeleton, NULL, NULL, NULL, 0);
SkelAnime_InitFlex(play, &this->skelAnime, &gZl4Skel, NULL, NULL, NULL, 0);
DmZl_ChangeAnim(&this->skelAnime, &sAnimationInfo[this->animIndex], 0);
Actor_SetScale(&this->actor, 0.01f);
this->actionFunc = DmZl_DoNothing;
+2 -2
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@@ -117,8 +117,8 @@ void EnAni_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gAniSkeleton, &gAniStandingNormalAnim, this->jointTable,
this->morphTable, ANI_LIMB_MAX);
SkelAnime_InitFlex(play, &this->skelAnime, &gAniSkel, &gAniStandingNormalAnim, this->jointTable, this->morphTable,
ANI_LIMB_MAX);
Animation_PlayOnce(&this->skelAnime, &gAniStandingNormalAnim);
Collider_InitAndSetCylinder(play, &this->collider1, &this->actor, &sCylinderInit);
Collider_InitAndSetCylinder(play, &this->collider2, &this->actor, &sCylinderInit);
@@ -43,7 +43,7 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwSkeleton, &gNiwIdleAnim, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwSkel, &gNiwIdleAnim, this->jointTable, this->morphTable,
NIW_LIMB_MAX);
// probably copy pasted from EnNiw, which has this same code, but AttackNiw has no params
@@ -201,7 +201,7 @@ void EnBigpo_Init(Actor* thisx, PlayState* play2) {
return;
}
SkelAnime_Init(play, &this->skelAnime, &gBigPoeSkeleton, &gBigPoeFloatAnim, this->jointTable, this->morphTable,
SkelAnime_Init(play, &this->skelAnime, &gBigPoeSkel, &gBigPoeFloatAnim, this->jointTable, this->morphTable,
BIG_POE_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
+1 -1
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@@ -136,7 +136,7 @@ void EnDnh_Init(Actor* thisx, PlayState* play) {
EnDnh* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
SkelAnime_Init(play, &this->skelAnime, &gKoumeKioskSkeleton, NULL, this->jointTable, this->morphTable,
SkelAnime_Init(play, &this->skelAnime, &gKoumeKioskSkel, NULL, this->jointTable, this->morphTable,
KOUME_KIOSK_LIMB_MAX);
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, ENDNH_ANIM_HEAD_MOVING);
this->actor.shape.yOffset = 1100.0f;
+1 -1
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@@ -71,7 +71,7 @@ void EnDs2n_Init(Actor* thisx, PlayState* play) {
EnDs2n* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gDs2nSkeleton, &gDs2nIdleAnim, NULL, NULL, 0);
SkelAnime_InitFlex(play, &this->skelAnime, &gDs2nSkel, &gDs2nIdleAnim, NULL, NULL, 0);
EnDs2n_SetupIdle(this);
}
@@ -173,7 +173,7 @@ void EnFamos_Init(Actor* thisx, PlayState* play) {
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawSquare, 30.0f);
SkelAnime_Init(play, &this->skelAnime, &gFamosSkeleton, &gFamosIdleAnim, this->jointTable, this->morphTable,
SkelAnime_Init(play, &this->skelAnime, &gFamosSkel, &gFamosIdleAnim, this->jointTable, this->morphTable,
FAMOS_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider1, &this->actor, &sCylinderInit1);
Collider_InitAndSetCylinder(play, &this->collider2, &this->actor, &sCylinderInit2);
+1 -1
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@@ -74,7 +74,7 @@ void EnHs_Init(Actor* thisx, PlayState* play) {
EnHs* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gHsSkeleton, &gHsIdleAnim, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gHsSkel, &gHsIdleAnim, this->jointTable, this->morphTable,
OBJECT_HS_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &gHsIdleAnim);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
+3 -3
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@@ -249,7 +249,7 @@ void EnMnk_MonkeyTiedUp_Init(Actor* thisx, PlayState* play) {
this->actionFunc = EnMnk_MonkeyTiedUp_Wait;
this->picto.actor.flags |= ACTOR_FLAG_2000000;
SkelAnime_InitFlex(play, &this->propSkelAnime, &gMonkeyTiedUpPoleSkeleton, &object_mnk_Anim_003584,
SkelAnime_InitFlex(play, &this->propSkelAnime, &gMonkeyTiedUpPoleSkel, &object_mnk_Anim_003584,
this->propJointTable, this->propMorphTable, OBJECT_MNK_1_LIMB_MAX);
this->cueId = 4;
this->animIndex = MONKEY_TIEDUP_ANIM_NONE;
@@ -277,7 +277,7 @@ void EnMnk_MonkeyHanging_Init(Actor* thisx, PlayState* play) {
func_800BC154(play, &play->actorCtx, &this->picto.actor, ACTORCAT_PROP);
this->actionFunc = EnMnk_MonkeyHanging_StruggleBeforeDunk;
this->picto.actor.textId = 0x8E8;
SkelAnime_InitFlex(play, &this->propSkelAnime, &gMonkeyHangingRopeSkeleton, &gMonkeyHangingStruggleAnim,
SkelAnime_InitFlex(play, &this->propSkelAnime, &gMonkeyHangingRopeSkel, &gMonkeyHangingStruggleAnim,
this->propJointTable, this->propMorphTable, OBJECT_MNK_3_LIMB_MAX);
EnMnk_MonkeyHanging_ChangeAnim(this, MONKEY_HANGING_ANIM_STRUGGLE, ANIMMODE_LOOP, 0.0f);
this->unk_3E0 = 5;
@@ -297,7 +297,7 @@ void EnMnk_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->picto.actor, 0.012f);
ActorShape_Init(&this->picto.actor.shape, 0.0f, ActorShadow_DrawCircle, 12.0f);
this->actionFunc = EnMnk_DoNothing;
SkelAnime_InitFlex(play, &this->skelAnime, &gMonkeySkeleton, &object_mnk_Anim_0105DC, this->jointTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gMonkeySkel, &object_mnk_Anim_0105DC, this->jointTable,
this->morphTable, OBJECT_MNK_2_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &object_mnk_Anim_0105DC);
this->flags = 0;
+1 -1
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@@ -108,7 +108,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwSkeleton, &gNiwIdleAnim, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwSkel, &gNiwIdleAnim, this->jointTable, this->morphTable,
NIW_LIMB_MAX);
Math_Vec3f_Copy(&this->unk2A4, &this->actor.world.pos);
Math_Vec3f_Copy(&this->unk2B0, &this->actor.world.pos);
+1 -1
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@@ -250,7 +250,7 @@ void EnNwc_LoadNiwSkeleton(EnNwc* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->niwObjectIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->niwObjectIndex].segment);
SkelAnime_InitFlex(play, &this->niwSkeleton, &gNiwSkeleton, &gNiwIdleAnim, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->niwSkeleton, &gNiwSkel, &gNiwIdleAnim, this->jointTable, this->morphTable,
NIW_LIMB_MAX);
Animation_Change(&this->niwSkeleton, &gNiwIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gNiwIdleAnim),
ANIMMODE_LOOP, 0.0f);
@@ -1395,8 +1395,8 @@ void EnOssan_CuriosityShopMan_Init(EnOssan* this, PlayState* play) {
}
void EnOssan_PartTimer_Init(EnOssan* this, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gAniSkeleton, &gAniStandingNormalAnim, this->jointTable,
this->morphTable, 16);
SkelAnime_InitFlex(play, &this->skelAnime, &gAniSkel, &gAniStandingNormalAnim, this->jointTable, this->morphTable,
ANI_LIMB_MAX);
this->actor.draw = EnOssan_PartTimer_Draw;
}
+1 -1
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@@ -88,7 +88,7 @@ void EnYb_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, EnYb_ActorShadowFunc, 20.0f);
// @bug this alignment is because of player animations, but should be using ALIGN16
SkelAnime_InitFlex(play, &this->skelAnime, &gYbSkeleton, &object_yb_Anim_000200, (uintptr_t)this->jointTable & ~0xF,
SkelAnime_InitFlex(play, &this->skelAnime, &gYbSkel, &object_yb_Anim_000200, (uintptr_t)this->jointTable & ~0xF,
(uintptr_t)this->morphTable & ~0xF, YB_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &object_yb_Anim_000200);