mirror of
https://github.com/zeldaret/tww.git
synced 2026-06-18 23:16:50 -04:00
Rename J3DFrameCtrl loop mode enum
See https://github.com/zeldaret/tp/pull/2327/commits/2a284165cf35a2324d36d825add5c06ffa864398
This commit is contained in:
+16
-16
@@ -279,7 +279,7 @@ static BOOL medama_atari_check(am_class* i_this) {
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mDoAud_seStart(JA_SE_LK_MS_WEP_HIT, &i_this->eyePos, 0x42, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
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ret = true;
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if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
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anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
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i_this->mNeedleCyl.OnAtSPrmBit(cCcD_AtSPrm_Set_e);
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i_this->mNeedleCyl.OnAtHitBit();
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@@ -486,7 +486,7 @@ static void action_dousa(am_class* i_this) {
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for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
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i_this->mCountUpTimers[i] = 0;
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}
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anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
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i_this->mState += 1;
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// Fall-through
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case 1:
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@@ -501,7 +501,7 @@ static void action_dousa(am_class* i_this) {
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break;
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}
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if (Line_check(i_this, player->current.pos)) {
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anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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fopAcM_monsSeStart(i_this, JA_SE_CV_AM_AWAKE, 0);
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i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
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i_this->mNeedleCyl.OnAtSetBit();
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@@ -524,7 +524,7 @@ static void action_dousa(am_class* i_this) {
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// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
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}
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->mCountDownTimers[2] = 6;
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}
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i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this);
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@@ -578,7 +578,7 @@ static void action_dousa(am_class* i_this) {
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case 6:
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if (i_this->mCurrBckIdx == AM_BCK_CLOSE) {
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if (i_this->mpMorf->isStop()) {
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anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
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}
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}
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if (!i_this->mAcch.ChkGroundHit()) {
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@@ -606,7 +606,7 @@ static void action_dousa(am_class* i_this) {
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if (i_this->mCountUpTimers[0] > 2) {
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i_this->mCountDownTimers[0] = 100;
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i_this->mCountUpTimers[0] = 0;
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anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
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mDoAud_seStart(JA_SE_CM_AM_NEEDLE_IN, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
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@@ -639,7 +639,7 @@ static void action_dousa(am_class* i_this) {
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}
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break;
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case STATE_DOUSA_SLEEP_INIT:
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anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
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i_this->mNeedleCyl.OffAtSetBit();
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i_this->mNeedleCyl.OffAtSetBit();
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@@ -666,7 +666,7 @@ static void action_dousa(am_class* i_this) {
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static void action_modoru_move(am_class* i_this) {
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switch (i_this->mState) {
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case STATE_MODORU_MOVE_INIT: {
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anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
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i_this->mNeedleCyl.OnAtSetBit();
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i_this->mNeedleCyl.OnAtHitBit();
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i_this->gravity = -11.0f;
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@@ -741,7 +741,7 @@ static void action_handou_move(am_class* i_this) {
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// Using the fopAcM_seStart inline multiple times makes the codegen not match.
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// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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}
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i_this->mState += 1;
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// Fall-through
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@@ -771,7 +771,7 @@ static void action_itai_move(am_class* i_this) {
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i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this);
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i_this->mTargetAngleY = i_this->current.angle.y;
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fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
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anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->mState += 1;
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// Fall-through
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case 41:
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@@ -781,14 +781,14 @@ static void action_itai_move(am_class* i_this) {
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}
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i_this->mCountDownTimers[0] = 100;
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i_this->speedF = 0.0f;
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anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
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i_this->mState += 1;
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break;
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case 42:
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if (i_this->mCountDownTimers[0] != 0) {
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break;
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}
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anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_OUT, 0);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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@@ -813,7 +813,7 @@ static void action_itai_move(am_class* i_this) {
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0xB9, &i_this->mSmokeCbs[3], fopAcM_GetRoomNo(i_this)
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);
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fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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mDoAud_onEnemyDamage();
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i_this->mEyeRot.setall(0);
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i_this->mNeedleCyl.OffAtSetBit();
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@@ -873,7 +873,7 @@ static void action_itai_move(am_class* i_this) {
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if (i_this->mCountDownTimers[0] != 0) {
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break;
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}
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anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
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dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
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@@ -967,7 +967,7 @@ static BOOL daAM_Execute(am_class* i_this) {
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}
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if (i_this->mAction != ACTION_ITAI_MOVE && i_this->mSpawnPosY - 1500.0f > i_this->current.pos.y) {
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anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
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dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
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@@ -1083,7 +1083,7 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
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(J3DModelData*)dComIfG_getObjectRes("AM", AM_BDL_AM),
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NULL, NULL,
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(J3DAnmTransformKey*)dComIfG_getObjectRes("AM", AM_BCK_SLEEP_LOOP),
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J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, 0, -1, 1,
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J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, 1,
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NULL,
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0x00000000,
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0x11020203
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