remove the remaining link stuff

This commit is contained in:
Angie
2022-11-13 18:50:14 -03:00
parent d92e2cfc78
commit bf6e97aab2
6 changed files with 40 additions and 42 deletions
+1 -1
View File
@@ -2078,7 +2078,7 @@ void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
+10 -12
View File
@@ -99,18 +99,18 @@ typedef struct {
} LegacyAnimationHeader; // size = 0xC
typedef enum {
ANIMATION_LINKANIMETION,
ANIMENTRY_COPYALL,
ANIMENTRY_INTERP,
ANIMENTRY_COPYTRUE,
ANIMENTRY_COPYFALSE,
ANIMENTRY_MOVEACTOR
/* 0 */ ANIMATION_LINKANIMETION,
/* 1 */ ANIMENTRY_COPYALL,
/* 2 */ ANIMENTRY_INTERP,
/* 3 */ ANIMENTRY_COPYTRUE,
/* 4 */ ANIMENTRY_COPYFALSE,
/* 5 */ ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
/* 0x00 */ DmaRequest req;
/* 0x20 */ OSMesgQueue msgQueue;
/* 0x38 */ OSMesg msg;
/* 0x38 */ OSMesg msg[1];
} AnimEntryLoadFrame; // size = 0x3C
typedef struct {
@@ -195,10 +195,10 @@ typedef struct SkelAnime {
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
s32 (*player)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x34 */ s8 initFlags; // Flags used when initializing Player's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
@@ -228,8 +228,6 @@ typedef void (*TransformLimbDraw)(struct PlayState* play, s32 limbIndex, struct
typedef void (*AnimationEntryCallback)(struct PlayState*, AnimationEntryData*);
extern u32 link_animetion_segment;
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;