Rename ANIM_FLAG_PLAYER_7 to ANIM_FLAG_OVERRIDE_MOVEMENT (#1969)

* rename and add comments

* format

* override movement

* format

* rework comments

* Remove whitespace at end of lines

---------

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
fig02
2024-06-25 15:50:01 -04:00
committed by GitHub
parent d8f2e9abc6
commit a599d7d548
2 changed files with 42 additions and 26 deletions
+11 -2
View File
@@ -99,6 +99,11 @@ typedef enum {
// Enables the movement of an actor in the Y-axis based on the current animation.
// This only has an effect if the "Actor Move" Anim Task is in use.
//
// This animation-driven movement does not replace "normal" movement from other sources
// such as speed/velocity and collisions. The actor should stop updating other sources of movement
// as required if they are preventing the animation from playing as intended.
// An option is to implement and use `ANIM_FLAG_OVERRIDE_MOVEMENT`.
#define ANIM_FLAG_UPDATE_Y (1 << 1)
// (player-only) Related to scaling an animation from/to child/adult
@@ -110,8 +115,12 @@ typedef enum {
//
#define ANIM_FLAG_NO_MOVE (1 << 4)
// (player-only)
#define ANIM_FLAG_PLAYER_7 (1 << 7)
// Disables "normal" movement from sources like speed/velocity and collisions, which allows the
// animation to have full control over the actor's movement.
//
// Note that individual actors are responsible for implementing the functionality of this flag.
// In practice, Player is the only actor who implements this flag.
#define ANIM_FLAG_OVERRIDE_MOVEMENT (1 << 7)
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton