Make bool return values of SkelAnime_Update and LinkAnimation_Update clear (#2706)

* Make bool return values of SkelAnime_Update and LinkAnimation_Update clear

* formatting: empty line after decl

---------

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
Tharo
2026-02-25 12:03:13 +00:00
committed by GitHub
parent 0491c21475
commit d80da36cff
13 changed files with 147 additions and 158 deletions
+7 -7
View File
@@ -1223,7 +1223,7 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
skelAnime->curFrame -= skelAnime->animLength;
}
LinkAnimation_AnimateFrame(play, skelAnime);
return 0;
return false;
}
/**
@@ -1234,7 +1234,7 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
if (skelAnime->curFrame == skelAnime->endFrame) {
LinkAnimation_AnimateFrame(play, skelAnime);
return 1;
return true;
}
skelAnime->curFrame += skelAnime->playSpeed * updateRate;
if ((skelAnime->curFrame - skelAnime->endFrame) * skelAnime->playSpeed > 0.0f) {
@@ -1245,7 +1245,7 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
skelAnime->curFrame -= skelAnime->animLength;
}
LinkAnimation_AnimateFrame(play, skelAnime);
return 0;
return false;
}
/**
@@ -1641,7 +1641,7 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime) {
skelAnime->curFrame -= skelAnime->animLength;
}
SkelAnime_AnimateFrame(skelAnime);
return 0;
return false;
}
/**
@@ -1658,7 +1658,7 @@ s32 SkelAnime_LoopPartial(SkelAnime* skelAnime) {
}
SkelAnime_AnimateFrame(skelAnime);
return 0;
return false;
}
/**
@@ -1671,7 +1671,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) {
SkelAnime_GetFrameData(skelAnime->animation, (s32)skelAnime->curFrame, skelAnime->limbCount,
skelAnime->jointTable);
SkelAnime_AnimateFrame(skelAnime);
return 1;
return true;
}
skelAnime->curFrame += skelAnime->playSpeed * updateRate;
@@ -1684,7 +1684,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) {
skelAnime->curFrame -= skelAnime->animLength;
}
SkelAnime_AnimateFrame(skelAnime);
return 0;
return false;
}
/**
+3 -3
View File
@@ -302,12 +302,12 @@ void func_8097D058(DemoGo* this, PlayState* play) {
}
void func_8097D088(DemoGo* this, PlayState* play) {
s32 something;
s32 animFinished;
func_8097CA30(this, play);
something = DemoGo_UpdateSkelAnime(this);
animFinished = DemoGo_UpdateSkelAnime(this);
func_8097C930(this);
func_8097CF20(this, play, something);
func_8097CF20(this, play, animFinished);
}
void func_8097D0D0(DemoGo* this, PlayState* play) {
+15 -15
View File
@@ -427,12 +427,12 @@ void func_80985770(DemoIm* this, PlayState* play) {
}
void func_809857B0(DemoIm* this, PlayState* play) {
s32 sp1C;
s32 animFinished;
DemoIm_UpdateBgCheckInfo(this, play);
sp1C = DemoIm_UpdateSkelAnime(this);
animFinished = DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_80985640(this, sp1C);
func_80985640(this, animFinished);
}
void func_809857F0(DemoIm* this, PlayState* play) {
@@ -716,13 +716,13 @@ void func_809863DC(DemoIm* this, PlayState* play) {
}
void func_80986430(DemoIm* this, PlayState* play) {
s32 sp24;
s32 animFinished;
DemoIm_UpdateBgCheckInfo(this, play);
sp24 = DemoIm_UpdateSkelAnime(this);
animFinished = DemoIm_UpdateSkelAnime(this);
func_80985EAC(this, play);
func_80984BE0(this);
func_80985FE8(this, sp24);
func_80985FE8(this, animFinished);
func_809862E0(this, play);
}
@@ -734,12 +734,12 @@ void func_80986494(DemoIm* this, PlayState* play) {
}
void func_809864D4(DemoIm* this, PlayState* play) {
s32 sp24;
s32 animFinished;
DemoIm_UpdateBgCheckInfo(this, play);
sp24 = DemoIm_UpdateSkelAnime(this);
animFinished = DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_809860DC(this, sp24);
func_809860DC(this, animFinished);
func_8098629C(this, play);
}
@@ -843,13 +843,13 @@ void func_80986908(DemoIm* this, PlayState* play) {
}
void func_80986948(DemoIm* this, PlayState* play) {
s32 sp24;
s32 animFinished;
DemoIm_UpdateBgCheckInfo(this, play);
sp24 = DemoIm_UpdateSkelAnime(this);
animFinished = DemoIm_UpdateSkelAnime(this);
func_80986570(this, play);
func_80984BE0(this);
func_809865F8(this, play, sp24);
func_809865F8(this, play, animFinished);
func_8098680C(this, play);
}
@@ -1122,12 +1122,12 @@ void func_809872F0(DemoIm* this, PlayState* play) {
}
void func_80987330(DemoIm* this, PlayState* play) {
s32 sp1C;
s32 animFinished;
DemoIm_UpdateBgCheckInfo(this, play);
sp1C = DemoIm_UpdateSkelAnime(this);
animFinished = DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_809871B4(this, sp1C);
func_809871B4(this, animFinished);
}
void DemoIm_Update(Actor* thisx, PlayState* play) {
+3 -3
View File
@@ -627,12 +627,12 @@ void func_8098F7BC(DemoSa* this, PlayState* play) {
}
void func_8098F7FC(DemoSa* this, PlayState* play) {
s32 sp1C;
s32 animFinished;
func_8098E5C8(this, play);
sp1C = DemoSa_UpdateSkelAnime(this);
animFinished = DemoSa_UpdateSkelAnime(this);
func_8098E480(this);
func_8098F610(this, sp1C);
func_8098F610(this, animFinished);
}
void func_8098F83C(DemoSa* this, PlayState* play) {
+2 -2
View File
@@ -408,7 +408,7 @@ void EnBili_DischargeLightning(EnBili* this, PlayState* play) {
}
void EnBili_Climb(EnBili* this, PlayState* play) {
s32 skelAnimeUpdate = SkelAnime_Update(&this->skelAnime);
s32 animFinished = SkelAnime_Update(&this->skelAnime);
f32 curFrame = this->skelAnime.curFrame;
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
@@ -420,7 +420,7 @@ void EnBili_Climb(EnBili* this, PlayState* play) {
5.0f);
}
if (skelAnimeUpdate) {
if (animFinished) {
EnBili_SetupSetNewHomeHeight(this);
}
}
@@ -356,7 +356,7 @@ void func_80A69F5C(EnHorseLinkChild* this, PlayState* play) {
void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
Player* player;
f32 distFromLink;
s32 animationEnded;
s32 animFinished;
s32 newAnimationIdx;
func_80A69F5C(this, play);
@@ -377,8 +377,8 @@ void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
}
newAnimationIdx = this->animationIdx;
animationEnded = SkelAnime_Update(&this->skin.skelAnime);
if (animationEnded || (this->animationIdx == 1) || (this->animationIdx == 0)) {
animFinished = SkelAnime_Update(&this->skin.skelAnime);
if (animFinished || (this->animationIdx == 1) || (this->animationIdx == 0)) {
if (GET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH)) {
f32 distFromHome = Math3D_Vec3f_DistXYZ(&this->actor.world.pos, &this->actor.home.pos);
f32 distLinkFromHome = Math3D_Vec3f_DistXYZ(&player->actor.world.pos, &this->actor.home.pos);
@@ -397,9 +397,9 @@ void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
} else {
this->actor.speed = 0.0f;
if (this->animationIdx == 0) {
newAnimationIdx = animationEnded == true ? 1 : 0;
newAnimationIdx = animFinished == true ? 1 : 0;
} else {
newAnimationIdx = animationEnded == true ? 0 : 1;
newAnimationIdx = animFinished == true ? 0 : 1;
}
}
} else {
@@ -416,23 +416,23 @@ void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
} else {
this->actor.speed = 0.0f;
if (this->animationIdx == 0) {
newAnimationIdx = animationEnded == true ? 1 : 0;
newAnimationIdx = animFinished == true ? 1 : 0;
} else {
newAnimationIdx = animationEnded == true ? 0 : 1;
newAnimationIdx = animFinished == true ? 0 : 1;
}
}
}
} else {
this->actor.speed = 0.0f;
if (this->animationIdx == 0) {
newAnimationIdx = animationEnded == true ? 1 : 0;
newAnimationIdx = animFinished == true ? 1 : 0;
} else {
newAnimationIdx = animationEnded == true ? 0 : 1;
newAnimationIdx = animFinished == true ? 0 : 1;
}
}
}
if ((this->animationIdx != newAnimationIdx) || (animationEnded == true)) {
if ((this->animationIdx != newAnimationIdx) || (animFinished == true)) {
this->animationIdx = newAnimationIdx;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A695A4(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, -5.0f);
+11 -11
View File
@@ -94,7 +94,7 @@ void func_80AE744C(EnRl* this, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
}
s32 func_80AE7494(EnRl* this) {
s32 EnRl_UpdateSkelAnime(EnRl* this) {
return SkelAnime_Update(&this->skelAnime);
}
@@ -183,23 +183,23 @@ void func_80AE7798(EnRl* this, PlayState* play) {
void func_80AE77B8(EnRl* this, PlayState* play) {
func_80AE744C(this, play);
func_80AE7494(this);
EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE7698(this, play);
}
void func_80AE77F8(EnRl* this, PlayState* play) {
s32 temp;
s32 animFinished;
func_80AE744C(this, play);
temp = func_80AE7494(this);
animFinished = EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE772C(this, temp);
func_80AE772C(this, animFinished);
}
void func_80AE7838(EnRl* this, PlayState* play) {
func_80AE744C(this, play);
func_80AE7494(this);
EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE7590(this, play);
}
@@ -291,7 +291,7 @@ void func_80AE7C64(EnRl* this, PlayState* play) {
void func_80AE7C94(EnRl* this, PlayState* play) {
func_80AE744C(this, play);
func_80AE7494(this);
EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE79A4(this, play);
#if DEBUG_FEATURES
@@ -300,12 +300,12 @@ void func_80AE7C94(EnRl* this, PlayState* play) {
}
void func_80AE7CE8(EnRl* this, PlayState* play) {
s32 temp;
s32 animFinished;
func_80AE744C(this, play);
temp = func_80AE7494(this);
animFinished = EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE7BF8(this, temp);
func_80AE7BF8(this, animFinished);
#if DEBUG_FEATURES
func_80AE73D8(this, play);
#endif
@@ -313,7 +313,7 @@ void func_80AE7CE8(EnRl* this, PlayState* play) {
void func_80AE7D40(EnRl* this, PlayState* play) {
func_80AE744C(this, play);
func_80AE7494(this);
EnRl_UpdateSkelAnime(this);
func_80AE72D0(this);
func_80AE7AF8(this, play);
#if DEBUG_FEATURES
+19 -23
View File
@@ -794,11 +794,11 @@ void EnRu1_Fountain_Diving(EnRu1* this, PlayState* play) {
}
void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play) {
s32 doneAnim = EnRu1_UpdateSkelAnime(this);
s32 animFinished = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
EnRu1_PlayResurfacingSfx(this);
EnRu1_ResurfaceProgress(this, play, doneAnim);
EnRu1_ResurfaceProgress(this, play, animFinished);
}
void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play) {
@@ -810,38 +810,35 @@ void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play) {
}
void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_StartBackSwimming(this, doneAnim);
EnRu1_StartBackSwimming(this, animFinished);
EnRu1_PlaySubmergeSfx(this);
EnRu1_TransitionToBackSwimming(this, play);
}
void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
EnRu1_SwimAwayFromLink(this, play);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_StartBackSwimming(this, doneAnim);
EnRu1_StartBackSwimming(this, animFinished);
EnRu1_PlaySwimStrokeSfx(this);
EnRu1_EndSwimBack(this, play);
}
void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_EndGivingSapphire(this, play, doneAnim);
EnRu1_EndGivingSapphire(this, play, animFinished);
}
void EnRu1_InitInJabuJabuHolesRoom(EnRu1* this, PlayState* play) {
@@ -1040,12 +1037,11 @@ void EnRu1_Meeting_FacingLink(EnRu1* this, PlayState* play) {
}
void EnRu1_Meeting_TurningAround(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
EnRu1_UpdateEyes(this);
func_80AEAECC(this, play);
EnRu1_StartWalkingAway(this, doneAnim);
EnRu1_StartWalkingAway(this, animFinished);
}
void EnRu1_Meeting_WalkingAwayAccel(EnRu1* this, PlayState* play) {
@@ -2008,14 +2004,14 @@ void EnRu1_SpeakableJabu_Talking(EnRu1* this, PlayState* play) {
}
void EnRu1_SpeakableJabu_TakingSeat(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished;
func_80AED83C(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
animFinished = EnRu1_UpdateSkelAnime(this);
EnRu1_PlaySittingSfx(this);
EnRu1_UpdateEyes(this);
func_80AEAECC(this, play);
EnRu1_HoldSittingPose(this, play, doneAnim);
EnRu1_HoldSittingPose(this, play, animFinished);
}
void EnRu1_PlayStepSoundNearSapphire(EnRu1* this) {
@@ -2174,16 +2170,16 @@ void EnRu1_SapphireRoom_ThrownOntoPlatform(EnRu1* this, PlayState* play) {
}
void EnRu1_SapphireRoom_Retrieving(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished;
func_80AED83C(this);
EnRu1_WalkTowardSapphire(this, play);
func_80AEAECC(this, play);
doneAnim = EnRu1_UpdateSkelAnime(this);
animFinished = EnRu1_UpdateSkelAnime(this);
EnRu1_PlayLaughingSfx(this);
EnRu1_LookUpAtSapphire(this);
EnRu1_PlayStepSoundNearSapphire(this);
EnRu1_HoldUpSapphire(this, doneAnim);
EnRu1_HoldUpSapphire(this, animFinished);
#if DEBUG_FEATURES
func_80AEB220(this, play);
#endif
@@ -2200,13 +2196,13 @@ void EnRu1_SapphireRoom_Holding(EnRu1* this, PlayState* play) {
}
void EnRu1_SapphireRoom_DoneHolding(EnRu1* this, PlayState* play) {
s32 doneAnim;
s32 animFinished;
func_80AED83C(this);
func_80AEAECC(this, play);
doneAnim = EnRu1_UpdateSkelAnime(this);
animFinished = EnRu1_UpdateSkelAnime(this);
EnRu1_UpdateEyes(this);
EnRu1_KeepArmsDown(this, doneAnim);
EnRu1_KeepArmsDown(this, animFinished);
#if DEBUG_FEATURES
func_80AEB220(this, play);
#endif
+6 -6
View File
@@ -470,12 +470,12 @@ void EnRu2_SageOfWaterDialog(EnRu2* this, PlayState* play) {
}
void EnRu2_RaiseArms(EnRu2* this, PlayState* play) {
s32 animDone;
s32 animFinished;
EnRu2_UpdateBgCheckInfo(this, play);
animDone = EnRu2_UpdateSkelAnime(this);
animFinished = EnRu2_UpdateSkelAnime(this);
EnRu2_UpdateEyes(this);
EnRu2_HoldArmsUp(this, animDone);
EnRu2_HoldArmsUp(this, animFinished);
}
void EnRu2_AwaitWaterMedallion(EnRu2* this, PlayState* play) {
@@ -739,12 +739,12 @@ void EnRu2_CreditsVisible(EnRu2* this, PlayState* play) {
}
void EnRu2_CreditsTurnHeadDownLeft(EnRu2* this, PlayState* play) {
s32 animDone;
s32 animFinished;
EnRu2_UpdateBgCheckInfo(this, play);
animDone = EnRu2_UpdateSkelAnime(this);
animFinished = EnRu2_UpdateSkelAnime(this);
EnRu2_UpdateEyes(this);
EnRu2_HoldLookingDownLeftPose(this, animDone);
EnRu2_HoldLookingDownLeftPose(this, animFinished);
}
void EnRu2_SetEncounterSwitchFlag(EnRu2* this, PlayState* play) {
@@ -216,7 +216,7 @@ static s16 sTimer = 0;
void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
u8 type = PARAMS_GET_NOMASK(this->actor.params, 8);
u16 csCurFrame;
s32 animationEnded;
s32 animFinished;
if (type == ENVIEWER_TYPE_2_ZELDA) {
if (gSaveContext.sceneLayer == 5) {
@@ -295,7 +295,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
EnViewer_UpdatePosition(this, play);
Actor_MoveXZGravity(&this->actor); // has no effect, speed/velocity and gravity are 0
animationEnded = SkelAnime_Update(&this->skin.skelAnime);
animFinished = SkelAnime_Update(&this->skin.skelAnime);
if (type == ENVIEWER_TYPE_3_GANONDORF || type == ENVIEWER_TYPE_4_HORSE_GANONDORF) {
if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[1] != NULL) {
if (play->csCtx.actorCues[1]->id == 2 && sTimer == 0) {
@@ -325,7 +325,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
}
break;
case 1:
if (animationEnded) {
if (animFinished) {
Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackLookSidewaysLoopAnim,
-5.0f);
this->state++;
@@ -339,7 +339,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
}
break;
case 3:
if (animationEnded) {
if (animFinished) {
Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackMagicChargeUpLoopAnim,
-5.0f);
this->state++;
@@ -440,7 +440,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
}
break;
case 2:
if (animationEnded) {
if (animFinished) {
Animation_MorphToLoop(&this->skin.skelAnime, &object_opening_demo1_Anim_0048FC, -5.0f);
this->state++;
}
@@ -460,7 +460,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
}
break;
case 1:
if (animationEnded) {
if (animFinished) {
Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfLaughLoopAnim, -5.0f);
this->state++;
}
@@ -483,7 +483,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
}
break;
case 2:
if (animationEnded) {
if (animFinished) {
Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfKneelLoopAnim, -5.0f);
this->state++;
}
+37 -37
View File
@@ -135,7 +135,7 @@ void EnXc_BgCheck(EnXc* this, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_2);
}
s32 EnXc_AnimIsFinished(EnXc* this) {
s32 EnXc_UpdateSkelAnime(EnXc* this) {
return SkelAnime_Update(&this->skelAnime);
}
@@ -939,7 +939,7 @@ void EnXc_ActionFunc1(EnXc* this, PlayState* play) {
}
void EnXc_GracefulFall(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -951,7 +951,7 @@ void EnXc_GracefulFall(EnXc* this, PlayState* play) {
void EnXc_Accelerate(EnXc* this, PlayState* play) {
EnXc_CalcXZAccel(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -960,7 +960,7 @@ void EnXc_Accelerate(EnXc* this, PlayState* play) {
void EnXc_Walk(EnXc* this, PlayState* play) {
func_80B3D644(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -969,7 +969,7 @@ void EnXc_Walk(EnXc* this, PlayState* play) {
void EnXc_Stopped(EnXc* this, PlayState* play) {
EnXc_CalcXZSpeed(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -977,14 +977,14 @@ void EnXc_Stopped(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc6(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
func_80B3DAF0(this, play);
}
void EnXc_ActionFunc7(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -992,7 +992,7 @@ void EnXc_ActionFunc7(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc8(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -1000,21 +1000,21 @@ void EnXc_ActionFunc8(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc9(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
func_80B3DCA8(this, play);
}
void EnXc_ActionFunc10(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetupHarpPutawayAction(this, play);
}
void EnXc_ActionFunc11(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -1022,7 +1022,7 @@ void EnXc_ActionFunc11(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc12(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -1030,7 +1030,7 @@ void EnXc_ActionFunc12(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc13(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_InitFlame(this, play);
@@ -1039,7 +1039,7 @@ void EnXc_ActionFunc13(EnXc* this, PlayState* play) {
void EnXc_ReverseAccelerate(EnXc* this, PlayState* play) {
func_80B3D6F0(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1049,7 +1049,7 @@ void EnXc_ReverseAccelerate(EnXc* this, PlayState* play) {
void EnXc_ActionFunc15(EnXc* this, PlayState* play) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1059,7 +1059,7 @@ void EnXc_ActionFunc15(EnXc* this, PlayState* play) {
void EnXc_HaltAndWaitToThrowNut(EnXc* this, PlayState* play) {
func_80B3D730(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1068,7 +1068,7 @@ void EnXc_HaltAndWaitToThrowNut(EnXc* this, PlayState* play) {
}
void EnXc_ThrowNut(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetNutThrowSFX(this, play);
@@ -1077,7 +1077,7 @@ void EnXc_ThrowNut(EnXc* this, PlayState* play) {
}
void EnXc_Delete(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_InitFlame(this, play);
@@ -1222,7 +1222,7 @@ void EnXc_ActionFunc21(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc22(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
func_80B3EC90(this, play);
@@ -1230,7 +1230,7 @@ void EnXc_ActionFunc22(EnXc* this, PlayState* play) {
void EnXc_ActionFunc23(EnXc* this, PlayState* play) {
func_80B3D6F0(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1382,7 +1382,7 @@ void EnXc_ActionFunc39(EnXc* this, PlayState* play) {
void EnXc_ActionFunc40(EnXc* this, PlayState* play) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1531,7 +1531,7 @@ void EnXc_ActionFunc46(EnXc* this, PlayState* play) {
void EnXc_ActionFunc47(EnXc* this, PlayState* play) {
func_80B3F534(play);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
func_80B3C588(this, play, 4);
func_80B3F668(this, play);
@@ -1544,7 +1544,7 @@ void EnXc_ActionFunc48(EnXc* this, PlayState* play) {
void EnXc_ActionFunc49(EnXc* this, PlayState* play) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, play);
@@ -1552,7 +1552,7 @@ void EnXc_ActionFunc49(EnXc* this, PlayState* play) {
}
void EnXc_Kneel(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
func_80B3F59C(this, play);
func_80B3C588(this, play, 4);
@@ -1560,7 +1560,7 @@ void EnXc_Kneel(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc51(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
func_80B3F59C(this, play);
func_80B3C620(this, play, 4);
@@ -1709,7 +1709,7 @@ void EnXc_ActionFunc53(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc54(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetupShowTriforceAction(this, play);
@@ -1719,7 +1719,7 @@ void EnXc_ActionFunc54(EnXc* this, PlayState* play) {
}
void EnXc_ShowTriforce(EnXc* this, PlayState* play) {
s32 animFinished = EnXc_AnimIsFinished(this);
s32 animFinished = EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -1732,7 +1732,7 @@ void EnXc_ShowTriforce(EnXc* this, PlayState* play) {
}
void EnXc_ShowTriforceIdle(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_CalcTriforce(&this->actor, play);
@@ -2061,13 +2061,13 @@ void EnXc_InitialNocturneAction(EnXc* this, PlayState* play) {
void EnXc_IdleInNocturne(EnXc* this, PlayState* play) {
func_80B3C588(this, play, 4);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetupNocturneState(&this->actor, play);
}
void EnXc_DefenseStance(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, play);
@@ -2075,7 +2075,7 @@ void EnXc_DefenseStance(EnXc* this, PlayState* play) {
void EnXc_Contort(EnXc* this, PlayState* play) {
EnXc_SetCrySFX(this, play);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_SetEyePattern(this);
if (!EnXc_SetupNocturneState(&this->actor, play)) {
func_80B3C924(this, play);
@@ -2084,7 +2084,7 @@ void EnXc_Contort(EnXc* this, PlayState* play) {
}
void EnXc_FallInNocturne(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_SetEyePattern(this);
EnXc_SetThrownAroundSFX(this);
if (!EnXc_SetupNocturneState(&this->actor, play)) {
@@ -2100,7 +2100,7 @@ void EnXc_HitGroundInNocturne(EnXc* this, PlayState* play) {
}
void EnXc_ActionFunc63(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_PlayLinkScreamSFX(this, play);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
@@ -2108,7 +2108,7 @@ void EnXc_ActionFunc63(EnXc* this, PlayState* play) {
}
void EnXc_KneelInNocturneCS(EnXc* this, PlayState* play) {
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, play);
@@ -2162,7 +2162,7 @@ void EnXc_ReverseAccelInNocturneCS(EnXc* this, PlayState* play) {
void EnXc_ReverseWalkInNocturneCS(EnXc* this, PlayState* play) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_BgCheck(this, play);
EnXc_SetEyePattern(this);
EnXc_SetupReverseHaltInNocturneCS(this);
@@ -2250,7 +2250,7 @@ void EnXc_BlockingPedestalAction(EnXc* this, PlayState* play) {
EnXc_BgCheck(this, play);
EnXc_UpdateCollider(&this->actor, play);
EnXc_CalculateHeadTurn(this, play);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_SetEyePattern(this);
EnXc_SetupDialogueAction(this, play);
}
@@ -2259,7 +2259,7 @@ void EnXc_ActionFunc80(EnXc* this, PlayState* play) {
EnXc_BgCheck(this, play);
EnXc_UpdateCollider(&this->actor, play);
EnXc_CalculateHeadTurn(this, play);
EnXc_AnimIsFinished(this);
EnXc_UpdateSkelAnime(this);
EnXc_SetEyePattern(this);
func_80B41798(this, play);
}
+6 -6
View File
@@ -1422,14 +1422,14 @@ void func_80B5670C(EnZl3* this, PlayState* play) {
}
void func_80B5676C(EnZl3* this, PlayState* play) {
s32 something;
s32 animFinished;
func_80B54DE0(this, play);
func_80B5366C(this, play);
EnZl3_UpdateEyes(this);
something = EnZl3_UpdateSkelAnime(this);
animFinished = EnZl3_UpdateSkelAnime(this);
func_80B559C4(this);
func_80B55C4C(this, something);
func_80B55C4C(this, animFinished);
}
void func_80B567CC(EnZl3* this, PlayState* play) {
@@ -1491,16 +1491,16 @@ void func_80B569E4(EnZl3* this, PlayState* play) {
}
void func_80B56A68(EnZl3* this, PlayState* play) {
s32 something;
s32 animFinished;
func_80B54DE0(this, play);
func_80B533FC(this, play);
func_80B537E8(this);
func_80B5366C(this, play);
EnZl3_UpdateEyes(this);
something = EnZl3_UpdateSkelAnime(this);
animFinished = EnZl3_UpdateSkelAnime(this);
func_80B564A8(this, play);
func_80B56090(this, something);
func_80B56090(this, animFinished);
}
void func_80B56AE0(EnZl3* this, PlayState* play) {
+21 -28
View File
@@ -8290,7 +8290,7 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
void Player_Action_Idle(Player* this, PlayState* play) {
s32 idleAnimResult = Player_CheckForIdleAnim(this);
s32 animDone = LinkAnimation_Update(play, &this->skelAnime);
s32 animFinished = LinkAnimation_Update(play, &this->skelAnime);
f32 speedTarget;
s16 yawTarget;
s16 yawDiff;
@@ -8299,7 +8299,7 @@ void Player_Action_Idle(Player* this, PlayState* play) {
Player_ProcessFidgetAnimSfxList(this, idleAnimResult - 1);
}
if (animDone) {
if (animFinished) {
if (this->av2.fallDamageStunTimer != 0) {
if (DECR(this->av2.fallDamageStunTimer) == 0) {
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
@@ -8554,11 +8554,10 @@ void func_808416C0(Player* this, PlayState* play) {
}
void Player_Action_8084170C(Player* this, PlayState* play) {
s32 sp34;
s32 animFinished = LinkAnimation_Update(play, &this->skelAnime);
f32 speedTarget;
s16 yawTarget;
sp34 = LinkAnimation_Update(play, &this->skelAnime);
Player_DecelerateToZero(this);
if (!Player_TryActionHandlerList(play, this, sActionHandlerList4, true)) {
@@ -8569,7 +8568,7 @@ void Player_Action_8084170C(Player* this, PlayState* play) {
if (func_8083FD78(this, &speedTarget, &yawTarget, play) > 0) {
func_8083C858(this, play);
} else if ((speedTarget != 0.0f) || (sp34 != 0)) {
} else if ((speedTarget != 0.0f) || animFinished) {
func_808416C0(this, play);
}
}
@@ -8577,12 +8576,10 @@ void Player_Action_8084170C(Player* this, PlayState* play) {
}
void Player_Action_808417FC(Player* this, PlayState* play) {
s32 sp1C;
sp1C = LinkAnimation_Update(play, &this->skelAnime);
s32 animFinished = LinkAnimation_Update(play, &this->skelAnime);
if (!Player_TryActionHandlerList(play, this, sActionHandlerList4, true)) {
if (sp1C != 0) {
if (animFinished) {
func_80839F30(this, play);
}
}
@@ -8859,12 +8856,10 @@ void Player_Action_8084227C(Player* this, PlayState* play) {
}
void Player_Action_808423EC(Player* this, PlayState* play) {
s32 sp34;
s32 animFinished = LinkAnimation_Update(play, &this->skelAnime);
f32 speedTarget;
s16 yawTarget;
sp34 = LinkAnimation_Update(play, &this->skelAnime);
if (!Player_TryActionHandlerList(play, this, sActionHandlerList5, true)) {
if (!Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C858(this, play);
@@ -8881,7 +8876,7 @@ void Player_Action_808423EC(Player* this, PlayState* play) {
return;
}
if (sp34 != 0) {
if (animFinished) {
func_8083CD00(this, play);
}
}
@@ -8889,12 +8884,10 @@ void Player_Action_808423EC(Player* this, PlayState* play) {
}
void Player_Action_8084251C(Player* this, PlayState* play) {
s32 sp34;
s32 animFinished = LinkAnimation_Update(play, &this->skelAnime);
f32 speedTarget;
s16 yawTarget;
sp34 = LinkAnimation_Update(play, &this->skelAnime);
Player_DecelerateToZero(this);
if (!Player_TryActionHandlerList(play, this, sActionHandlerList10, true)) {
@@ -8908,7 +8901,7 @@ void Player_Action_8084251C(Player* this, PlayState* play) {
return;
}
if ((speedTarget != 0.0f) || (sp34 != 0)) {
if ((speedTarget != 0.0f) || animFinished) {
func_80839F90(this, play);
}
}
@@ -9690,7 +9683,7 @@ static AnimSfxEntry sRollAnimSfxList[] = {
void Player_Action_Roll(Player* this, PlayState* play) {
Actor* ocCollidedActor;
s32 interruptResult;
s32 animDone;
s32 animFinished;
DynaPolyActor* wallPolyActor;
s32 pad;
f32 speedTarget;
@@ -9699,7 +9692,7 @@ void Player_Action_Roll(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
ocCollidedActor = NULL;
animDone = LinkAnimation_Update(play, &this->skelAnime);
animFinished = LinkAnimation_Update(play, &this->skelAnime);
if (LinkAnimation_OnFrame(&this->skelAnime, 8.0f)) {
Player_SetInvulnerability(this, FRAMERATE_CONST(-10, -8));
@@ -9712,7 +9705,7 @@ void Player_Action_Roll(Player* this, PlayState* play) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 5.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
((interruptResult >= PLAYER_INTERRUPT_MOVE) || animDone)) {
((interruptResult >= PLAYER_INTERRUPT_MOVE) || animFinished)) {
func_8083A060(this, play);
}
} else {
@@ -10054,12 +10047,12 @@ void Player_Action_80845308(Player* this, PlayState* play) {
}
void Player_Action_80845668(Player* this, PlayState* play) {
s32 sp3C;
s32 animFinished;
s32 interruptResult;
f32 temp3;
this->stateFlags2 |= PLAYER_STATE2_5;
sp3C = LinkAnimation_Update(play, &this->skelAnime);
animFinished = LinkAnimation_Update(play, &this->skelAnime);
if (this->skelAnime.animation == &gPlayerAnim_link_normal_250jump_start) {
this->speedXZ = 1.0f;
@@ -10092,7 +10085,7 @@ void Player_Action_80845668(Player* this, PlayState* play) {
return;
}
if ((sp3C != 0) || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
if (animFinished || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
func_8083C0E8(this, play);
this->stateFlags1 &= ~(PLAYER_STATE1_14 | PLAYER_STATE1_18);
return;
@@ -10196,7 +10189,7 @@ s32 func_80845964(PlayState* play, Player* this, CsCmdActorCue* cue, f32 arg3, s
func_8083BF50(this, play);
}
return 0;
return false;
}
s32 func_80845BA0(PlayState* play, Player* this, f32* arg2, s32 arg3) {
@@ -10287,14 +10280,14 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
}
void Player_Action_80845EF8(Player* this, PlayState* play) {
s32 sp2C;
s32 animFinished;
this->stateFlags2 |= PLAYER_STATE2_5;
sp2C = LinkAnimation_Update(play, &this->skelAnime);
animFinished = LinkAnimation_Update(play, &this->skelAnime);
Player_UpdateUpperBody(this, play);
if (sp2C) {
if (animFinished) {
if (this->av2.actionVar2 == 0) {
if (DECR(this->doorTimer) == 0) {
this->av2.actionVar2 = 1;
@@ -12886,7 +12879,7 @@ void Player_Action_8084BF1C(Player* this, PlayState* play) {
}
if ((this->av2.actionVar2 < 0) || !func_8083FBC0(this, play)) {
if (LinkAnimation_Update(play, &this->skelAnime) != 0) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->av2.actionVar2 < 0) {
this->av2.actionVar2 = ABS(this->av2.actionVar2) & 1;
return;