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synced 2026-07-12 14:31:59 -04:00
Rename LinkAnimation to PlayerAnimation
This commit is contained in:
+44
-44
@@ -2,14 +2,14 @@
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#define ANIM_INTERP 1
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s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime);
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s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime);
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s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
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s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
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s32 SkelAnime_Once(SkelAnime* skelAnime);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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@@ -43,7 +43,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
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pos.z = limb->jointPos.z;
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dList = limb->dLists[lod];
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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Gfx* polyTemp = POLY_OPA_DISP;
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@@ -990,12 +990,12 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
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/**
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* Requests loading frame data from the Link animation into frameTable
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*/
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void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* frameTable) {
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AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMATION_LINKANIMETION);
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if (entry != NULL) {
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LinkAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation);
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PlayerAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation);
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uintptr_t ram = frameTable;
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osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
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@@ -1187,7 +1187,7 @@ void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
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* tables if not given.
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*/
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
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PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
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s32 limbBufCount) {
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FlexSkeletonHeader* skeletonHeader;
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s32 headerJointCount;
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@@ -1224,17 +1224,17 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
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skelAnime->morphTable = (void*)ALIGN16((uintptr_t)morphTableBuffer);
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}
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Sets the update function of a SkelAnime that uses Link animations based on its mode
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*/
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
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skelAnime->update.link = LinkAnimation_Loop;
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skelAnime->update.link = PlayerAnimation_Loop;
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} else {
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skelAnime->update.link = LinkAnimation_Once;
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skelAnime->update.link = PlayerAnimation_Once;
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}
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skelAnime->morphWeight = 0.0f;
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}
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@@ -1243,7 +1243,7 @@ void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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* Advances the current Link animation and updates all frame tables. If the animation plays once, returns true when it
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* finishes.
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*/
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s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update.link(play, skelAnime);
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}
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@@ -1251,13 +1251,13 @@ s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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* Requests an interpolation between the pose in jointTable to the one in morphTable, advancing the morph but not the
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* animation frame
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*/
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s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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f32 prevMorphWeight = skelAnime->morphWeight;
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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skelAnime->morphWeight -= skelAnime->morphRate * updateRate;
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if (skelAnime->morphWeight <= 0.0f) {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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}
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AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
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@@ -1269,7 +1269,7 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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* Requests a load of the next frame of a Link animation, advances the morph, and requests an interpolation between
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* jointTable and morphTable
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*/
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void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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void PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
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skelAnime->jointTable);
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if (skelAnime->morphWeight != 0) {
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@@ -1287,7 +1287,7 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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/**
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* Advances a Link animation that loops over its full length
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*/
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s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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skelAnime->curFrame += skelAnime->playSpeed * updateRate;
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@@ -1296,18 +1296,18 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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} else if (skelAnime->animLength <= skelAnime->curFrame) {
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skelAnime->curFrame -= skelAnime->animLength;
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}
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LinkAnimation_AnimateFrame(play, skelAnime);
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return 0;
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}
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/**
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* Advances a Link animation that stops at endFrame and returns true when it is reached.
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*/
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s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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if (skelAnime->curFrame == skelAnime->endFrame) {
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LinkAnimation_AnimateFrame(play, skelAnime);
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return 1;
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}
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@@ -1322,7 +1322,7 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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skelAnime->curFrame -= skelAnime->animLength;
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}
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}
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LinkAnimation_AnimateFrame(play, skelAnime);
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return 0;
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}
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@@ -1340,23 +1340,23 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames)
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* animation, then start the new animation. Negative morph frames start the new animation immediately, modified by the
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* pose immediately before the animation change.
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*/
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) {
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skelAnime->mode = mode;
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if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) {
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if (morphFrames < 0) {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
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morphFrames = -morphFrames;
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} else {
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skelAnime->update.link = LinkAnimation_Morph;
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skelAnime->update.link = PlayerAnimation_Morph;
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AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
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skelAnime->morphTable);
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}
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skelAnime->morphWeight = 1.0f;
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skelAnime->morphRate = 1.0f / morphFrames;
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} else {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
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skelAnime->morphWeight = 0.0f;
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}
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@@ -1373,77 +1373,77 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
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/**
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* Immediately changes to a Link animation that plays once at the default speed.
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*/
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void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that plays once at the specified speed.
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*/
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void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
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f32 playSpeed) {
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LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that loops at the default speed.
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*/
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void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that loops at the specified speed.
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*/
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void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
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f32 playSpeed) {
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LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Requests copying jointTable to morphTable
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*/
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void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
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void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
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AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
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}
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/**
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* Requests copying morphTable to jointTable
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*/
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void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
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void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
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AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
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}
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/**
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* Requests loading frame data from the Link animation into morphTable
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*/
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void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
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void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
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AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
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}
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/**
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* Requests loading frame data from the Link animation into jointTable
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*/
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void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
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void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
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AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable);
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}
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/**
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* Requests interpolating between jointTable and morphTable, placing the result in jointTable
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*/
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void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
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void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
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AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
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}
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/**
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* Requests loading frame data from the Link animations and blending them, placing the result in jointTable
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*/
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void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1,
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LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
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void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1,
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PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
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void* alignedBlendTable;
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AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
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@@ -1457,8 +1457,8 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima
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/**
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* Requests loading frame data from the Link animations and blending them, placing the result in morphTable
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*/
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void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1,
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LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
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void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1,
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PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
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void* alignedBlendTable;
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AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
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@@ -1472,9 +1472,9 @@ void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnima
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/**
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* Changes a looping animation to one that stops at the end.
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*/
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void LinkAnimation_EndLoop(SkelAnime* skelAnime) {
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void PlayerAnimation_EndLoop(SkelAnime* skelAnime) {
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skelAnime->mode = ANIMMODE_ONCE;
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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}
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/**
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@@ -1507,7 +1507,7 @@ s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate) {
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/**
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* Checks if the current Link animation has reached the specified frame
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*/
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s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
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s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
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f32 updateRate = gFramerateDivisorHalf;
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return Animation_OnFrameImpl(skelAnime, frame, updateRate);
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