Rename J3DFrameCtrl loop mode enum

See https://github.com/zeldaret/tp/pull/2327/commits/2a284165cf35a2324d36d825add5c06ffa864398
This commit is contained in:
LagoLunatic
2025-03-17 16:21:46 -04:00
parent 90a8e2db65
commit b97eeed779
71 changed files with 493 additions and 493 deletions
+16 -16
View File
@@ -279,7 +279,7 @@ static BOOL medama_atari_check(am_class* i_this) {
mDoAud_seStart(JA_SE_LK_MS_WEP_HIT, &i_this->eyePos, 0x42, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
ret = true;
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
i_this->mNeedleCyl.OnAtSPrmBit(cCcD_AtSPrm_Set_e);
i_this->mNeedleCyl.OnAtHitBit();
@@ -486,7 +486,7 @@ static void action_dousa(am_class* i_this) {
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mState += 1;
// Fall-through
case 1:
@@ -501,7 +501,7 @@ static void action_dousa(am_class* i_this) {
break;
}
if (Line_check(i_this, player->current.pos)) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_AWAKE, 0);
i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
i_this->mNeedleCyl.OnAtSetBit();
@@ -524,7 +524,7 @@ static void action_dousa(am_class* i_this) {
// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
}
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mCountDownTimers[2] = 6;
}
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this);
@@ -578,7 +578,7 @@ static void action_dousa(am_class* i_this) {
case 6:
if (i_this->mCurrBckIdx == AM_BCK_CLOSE) {
if (i_this->mpMorf->isStop()) {
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
}
}
if (!i_this->mAcch.ChkGroundHit()) {
@@ -606,7 +606,7 @@ static void action_dousa(am_class* i_this) {
if (i_this->mCountUpTimers[0] > 2) {
i_this->mCountDownTimers[0] = 100;
i_this->mCountUpTimers[0] = 0;
anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
mDoAud_seStart(JA_SE_CM_AM_NEEDLE_IN, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
@@ -639,7 +639,7 @@ static void action_dousa(am_class* i_this) {
}
break;
case STATE_DOUSA_SLEEP_INIT:
anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
@@ -666,7 +666,7 @@ static void action_dousa(am_class* i_this) {
static void action_modoru_move(am_class* i_this) {
switch (i_this->mState) {
case STATE_MODORU_MOVE_INIT: {
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->gravity = -11.0f;
@@ -741,7 +741,7 @@ static void action_handou_move(am_class* i_this) {
// Using the fopAcM_seStart inline multiple times makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
}
i_this->mState += 1;
// Fall-through
@@ -771,7 +771,7 @@ static void action_itai_move(am_class* i_this) {
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this);
i_this->mTargetAngleY = i_this->current.angle.y;
fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mState += 1;
// Fall-through
case 41:
@@ -781,14 +781,14 @@ static void action_itai_move(am_class* i_this) {
}
i_this->mCountDownTimers[0] = 100;
i_this->speedF = 0.0f;
anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mState += 1;
break;
case 42:
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_OUT, 0);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
@@ -813,7 +813,7 @@ static void action_itai_move(am_class* i_this) {
0xB9, &i_this->mSmokeCbs[3], fopAcM_GetRoomNo(i_this)
);
fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
mDoAud_onEnemyDamage();
i_this->mEyeRot.setall(0);
i_this->mNeedleCyl.OffAtSetBit();
@@ -873,7 +873,7 @@ static void action_itai_move(am_class* i_this) {
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
@@ -967,7 +967,7 @@ static BOOL daAM_Execute(am_class* i_this) {
}
if (i_this->mAction != ACTION_ITAI_MOVE && i_this->mSpawnPosY - 1500.0f > i_this->current.pos.y) {
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
@@ -1083,7 +1083,7 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
(J3DModelData*)dComIfG_getObjectRes("AM", AM_BDL_AM),
NULL, NULL,
(J3DAnmTransformKey*)dComIfG_getObjectRes("AM", AM_BCK_SLEEP_LOOP),
J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, 0, -1, 1,
J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, 1,
NULL,
0x00000000,
0x11020203