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https://github.com/zeldaret/mm.git
synced 2026-07-11 06:14:39 -04:00
remove the remaining link stuff
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+1
-1
@@ -2078,7 +2078,7 @@ void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
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void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
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void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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+10
-12
@@ -99,18 +99,18 @@ typedef struct {
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} LegacyAnimationHeader; // size = 0xC
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typedef enum {
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ANIMATION_LINKANIMETION,
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ANIMENTRY_COPYALL,
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ANIMENTRY_INTERP,
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ANIMENTRY_COPYTRUE,
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ANIMENTRY_COPYFALSE,
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ANIMENTRY_MOVEACTOR
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/* 0 */ ANIMATION_LINKANIMETION,
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/* 1 */ ANIMENTRY_COPYALL,
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/* 2 */ ANIMENTRY_INTERP,
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/* 3 */ ANIMENTRY_COPYTRUE,
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/* 4 */ ANIMENTRY_COPYFALSE,
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/* 5 */ ANIMENTRY_MOVEACTOR
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} AnimationType;
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typedef struct {
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/* 0x00 */ DmaRequest req;
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/* 0x20 */ OSMesgQueue msgQueue;
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/* 0x38 */ OSMesg msg;
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/* 0x38 */ OSMesg msg[1];
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} AnimEntryLoadFrame; // size = 0x3C
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typedef struct {
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@@ -195,10 +195,10 @@ typedef struct SkelAnime {
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*link)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
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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 Link's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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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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/* 0x36 */ s16 prevRot; // 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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@@ -228,8 +228,6 @@ typedef void (*TransformLimbDraw)(struct PlayState* play, s32 limbIndex, struct
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typedef void (*AnimationEntryCallback)(struct PlayState*, AnimationEntryData*);
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extern u32 link_animetion_segment;
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 playSpeed;
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