use og names (#1501)

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engineer124 2023-11-21 22:24:20 +11:00 committed by GitHub
parent 52c9137b48
commit 76f81833b6
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2 changed files with 160 additions and 157 deletions

View File

@ -335,50 +335,50 @@ typedef enum PlayerAnimType {
} PlayerAnimType;
typedef enum PlayerAnimGroup {
/* 0 */ PLAYER_ANIMGROUP_0, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_1, // WALKING
/* 2 */ PLAYER_ANIMGROUP_2, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_3,
/* 4 */ PLAYER_ANIMGROUP_4,
/* 5 */ PLAYER_ANIMGROUP_5, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_6, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_7, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_8, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_9, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_10, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_11, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_12, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_13, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_14, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_15, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_16, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_17,
/* 18 */ PLAYER_ANIMGROUP_18,
/* 19 */ PLAYER_ANIMGROUP_19, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_20, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_21, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_22, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_23, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_24, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_25,
/* 26 */ PLAYER_ANIMGROUP_26,
/* 27 */ PLAYER_ANIMGROUP_27,
/* 28 */ PLAYER_ANIMGROUP_28, // THROWING
/* 29 */ PLAYER_ANIMGROUP_29, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_30, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_31,
/* 32 */ PLAYER_ANIMGROUP_32,
/* 33 */ PLAYER_ANIMGROUP_33,
/* 34 */ PLAYER_ANIMGROUP_34, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_35, // PULLING
/* 36 */ PLAYER_ANIMGROUP_36, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_37, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_38, // ledge
/* 39 */ PLAYER_ANIMGROUP_39, // ledge
/* 40 */ PLAYER_ANIMGROUP_40, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_41,
/* 42 */ PLAYER_ANIMGROUP_42,
/* 43 */ PLAYER_ANIMGROUP_43,
/* 0 */ PLAYER_ANIMGROUP_wait, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_walk, // WALKING
/* 2 */ PLAYER_ANIMGROUP_run, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_damage_run,
/* 4 */ PLAYER_ANIMGROUP_waitL,
/* 5 */ PLAYER_ANIMGROUP_waitR, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_wait2waitR, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_normal2fighter, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_doorA_free, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_doorA, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_doorB_free, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_doorB, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_carryB, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_landing, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_short_landing, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_landing_roll, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_hip_down, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_walk_endL,
/* 18 */ PLAYER_ANIMGROUP_walk_endR,
/* 19 */ PLAYER_ANIMGROUP_defense, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_defense_wait, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_defense_end, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_side_walk, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_side_walkL, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_side_walkR, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_45_turn,
/* 26 */ PLAYER_ANIMGROUP_waitL2wait,
/* 27 */ PLAYER_ANIMGROUP_waitR2wait,
/* 28 */ PLAYER_ANIMGROUP_throw, // THROWING
/* 29 */ PLAYER_ANIMGROUP_put, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_back_walk, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_check,
/* 32 */ PLAYER_ANIMGROUP_check_wait,
/* 33 */ PLAYER_ANIMGROUP_check_end,
/* 34 */ PLAYER_ANIMGROUP_pull_start, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_pulling, // PULLING
/* 36 */ PLAYER_ANIMGROUP_pull_end, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_fall_up, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_jump_climb_hold, // ledge
/* 39 */ PLAYER_ANIMGROUP_jump_climb_wait, // ledge
/* 40 */ PLAYER_ANIMGROUP_jump_climb_up, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_down_slope_slip_end,
/* 42 */ PLAYER_ANIMGROUP_up_slope_slip_end,
/* 43 */ PLAYER_ANIMGROUP_nwait,
/* 44 */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;

View File

@ -1233,7 +1233,7 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
};
PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
// PLAYER_ANIMGROUP_0
// PLAYER_ANIMGROUP_wait
{
&gPlayerAnim_link_normal_wait_free, // Default idle standing, looking forward
&gPlayerAnim_link_normal_wait, // Default idle standing, looking forward, sword and shield
@ -1242,7 +1242,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_wait_free, // Default idle standing, looking forward
&gPlayerAnim_link_normal_wait_free, // Default idle standing, looking forward
},
// PLAYER_ANIMGROUP_1
// PLAYER_ANIMGROUP_walk
{
&gPlayerAnim_link_normal_walk_free,
&gPlayerAnim_link_normal_walk,
@ -1251,7 +1251,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_walk_free,
&gPlayerAnim_link_normal_walk_free,
},
// PLAYER_ANIMGROUP_2
// PLAYER_ANIMGROUP_run
{
&gPlayerAnim_link_normal_run_free, // Running with empty hands
&gPlayerAnim_link_fighter_run, // Running with Sword and Shield in hands
@ -1260,7 +1260,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_run_free, // Running with empty hands
&gPlayerAnim_link_normal_run_free, // Running with empty hands
},
// PLAYER_ANIMGROUP_3
// PLAYER_ANIMGROUP_damage_run
{
&gPlayerAnim_link_normal_damage_run_free,
&gPlayerAnim_link_fighter_damage_run,
@ -1269,7 +1269,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_damage_run_free,
&gPlayerAnim_link_normal_damage_run_free,
},
// PLAYER_ANIMGROUP_4
// PLAYER_ANIMGROUP_waitL
{
&gPlayerAnim_link_normal_waitL_free,
&gPlayerAnim_link_anchor_waitL,
@ -1278,7 +1278,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_waitL_free,
&gPlayerAnim_link_normal_waitL_free,
},
// PLAYER_ANIMGROUP_5
// PLAYER_ANIMGROUP_waitR
{
&gPlayerAnim_link_normal_waitR_free,
&gPlayerAnim_link_anchor_waitR,
@ -1287,7 +1287,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_waitR_free,
&gPlayerAnim_link_normal_waitR_free,
},
// PLAYER_ANIMGROUP_6
// PLAYER_ANIMGROUP_wait2waitR
{
&gPlayerAnim_link_fighter_wait2waitR_long,
&gPlayerAnim_link_normal_wait2waitR,
@ -1296,7 +1296,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_fighter_wait2waitR_long,
&gPlayerAnim_link_fighter_wait2waitR_long,
},
// PLAYER_ANIMGROUP_7
// PLAYER_ANIMGROUP_normal2fighter
{
&gPlayerAnim_link_normal_normal2fighter_free,
&gPlayerAnim_link_fighter_normal2fighter,
@ -1305,7 +1305,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_normal2fighter_free,
&gPlayerAnim_link_normal_normal2fighter_free,
},
// PLAYER_ANIMGROUP_8
// PLAYER_ANIMGROUP_doorA_free
{
&gPlayerAnim_link_demo_doorA_link_free,
&gPlayerAnim_link_demo_doorA_link,
@ -1314,7 +1314,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_demo_doorA_link_free,
&gPlayerAnim_link_demo_doorA_link_free,
},
// PLAYER_ANIMGROUP_9
// PLAYER_ANIMGROUP_doorA
{
&gPlayerAnim_clink_demo_doorA_link,
&gPlayerAnim_clink_demo_doorA_link,
@ -1323,7 +1323,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_clink_demo_doorA_link,
&gPlayerAnim_clink_demo_doorA_link,
},
// PLAYER_ANIMGROUP_10
// PLAYER_ANIMGROUP_doorB_free
{
&gPlayerAnim_link_demo_doorB_link_free,
&gPlayerAnim_link_demo_doorB_link,
@ -1332,7 +1332,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_demo_doorB_link_free,
&gPlayerAnim_link_demo_doorB_link_free,
},
// PLAYER_ANIMGROUP_11
// PLAYER_ANIMGROUP_doorB
{
&gPlayerAnim_clink_demo_doorB_link,
&gPlayerAnim_clink_demo_doorB_link,
@ -1341,7 +1341,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_clink_demo_doorB_link,
&gPlayerAnim_clink_demo_doorB_link,
},
// PLAYER_ANIMGROUP_12
// PLAYER_ANIMGROUP_carryB
{
&gPlayerAnim_link_normal_carryB_free, // Grabbing something from the floor
&gPlayerAnim_link_normal_carryB, //
@ -1350,7 +1350,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_carryB_free, // Grabbing something from the floor
&gPlayerAnim_link_normal_carryB_free, // Grabbing something from the floor
},
// PLAYER_ANIMGROUP_13
// PLAYER_ANIMGROUP_landing
{
&gPlayerAnim_link_normal_landing_free,
&gPlayerAnim_link_normal_landing,
@ -1359,7 +1359,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_landing_free,
&gPlayerAnim_link_normal_landing_free,
},
// PLAYER_ANIMGROUP_14
// PLAYER_ANIMGROUP_short_landing
{
&gPlayerAnim_link_normal_short_landing_free,
&gPlayerAnim_link_normal_short_landing,
@ -1368,7 +1368,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_short_landing_free,
&gPlayerAnim_link_normal_short_landing_free,
},
// PLAYER_ANIMGROUP_15
// PLAYER_ANIMGROUP_landing_roll
{
&gPlayerAnim_link_normal_landing_roll_free, // Rolling with nothing in hands
&gPlayerAnim_link_normal_landing_roll, // Rolling with sword and shield
@ -1377,7 +1377,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_landing_roll_free, // Rolling with nothing in hands
&gPlayerAnim_link_normal_landing_roll_free, // Rolling with nothing in hands
},
// PLAYER_ANIMGROUP_16
// PLAYER_ANIMGROUP_hip_down
{
&gPlayerAnim_link_normal_hip_down_free, // Rolling bonk
&gPlayerAnim_link_normal_hip_down, // Rolling bonk swrod and shield
@ -1386,7 +1386,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_hip_down_free, // Rolling bonk
&gPlayerAnim_link_normal_hip_down_free, // Rolling bonk
},
// PLAYER_ANIMGROUP_17
// PLAYER_ANIMGROUP_walk_endL
{
&gPlayerAnim_link_normal_walk_endL_free,
&gPlayerAnim_link_normal_walk_endL,
@ -1395,7 +1395,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_walk_endL_free,
&gPlayerAnim_link_normal_walk_endL_free,
},
// PLAYER_ANIMGROUP_18
// PLAYER_ANIMGROUP_walk_endR
{
&gPlayerAnim_link_normal_walk_endR_free,
&gPlayerAnim_link_normal_walk_endR,
@ -1404,7 +1404,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_walk_endR_free,
&gPlayerAnim_link_normal_walk_endR_free,
},
// PLAYER_ANIMGROUP_19
// PLAYER_ANIMGROUP_defense
{
&gPlayerAnim_link_normal_defense_free,
&gPlayerAnim_link_normal_defense,
@ -1413,7 +1413,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_bow_defense,
&gPlayerAnim_link_normal_defense_free,
},
// PLAYER_ANIMGROUP_20
// PLAYER_ANIMGROUP_defense_wait
{
&gPlayerAnim_link_normal_defense_wait_free,
&gPlayerAnim_link_normal_defense_wait,
@ -1422,7 +1422,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_bow_defense_wait,
&gPlayerAnim_link_normal_defense_wait_free,
},
// PLAYER_ANIMGROUP_21
// PLAYER_ANIMGROUP_defense_end
{
&gPlayerAnim_link_normal_defense_end_free,
&gPlayerAnim_link_normal_defense_end,
@ -1431,7 +1431,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_defense_end_free,
&gPlayerAnim_link_normal_defense_end_free,
},
// PLAYER_ANIMGROUP_22
// PLAYER_ANIMGROUP_side_walk
{
&gPlayerAnim_link_normal_side_walk_free,
&gPlayerAnim_link_normal_side_walk,
@ -1440,7 +1440,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_side_walk_free,
&gPlayerAnim_link_normal_side_walk_free,
},
// PLAYER_ANIMGROUP_23
// PLAYER_ANIMGROUP_side_walkL
{
&gPlayerAnim_link_normal_side_walkL_free, // Side walking
&gPlayerAnim_link_anchor_side_walkL, // Side walking with sword and shield in hands
@ -1449,7 +1449,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_side_walkL_free, // Side walking
&gPlayerAnim_link_normal_side_walkL_free, // Side walking
},
// PLAYER_ANIMGROUP_24
// PLAYER_ANIMGROUP_side_walkR
{
&gPlayerAnim_link_normal_side_walkR_free,
&gPlayerAnim_link_anchor_side_walkR,
@ -1458,7 +1458,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_side_walkR_free,
&gPlayerAnim_link_normal_side_walkR_free,
},
// PLAYER_ANIMGROUP_25
// PLAYER_ANIMGROUP_45_turn
{
&gPlayerAnim_link_normal_45_turn_free,
&gPlayerAnim_link_normal_45_turn,
@ -1467,7 +1467,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_45_turn_free,
&gPlayerAnim_link_normal_45_turn_free,
},
// PLAYER_ANIMGROUP_26
// PLAYER_ANIMGROUP_waitL2wait
{
&gPlayerAnim_link_normal_waitL2wait,
&gPlayerAnim_link_normal_waitL2wait,
@ -1476,7 +1476,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_fighter_waitL2wait_long,
&gPlayerAnim_link_fighter_waitL2wait_long,
},
// PLAYER_ANIMGROUP_27
// PLAYER_ANIMGROUP_waitR2wait
{
&gPlayerAnim_link_normal_waitR2wait,
&gPlayerAnim_link_normal_waitR2wait,
@ -1485,7 +1485,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_fighter_waitR2wait_long,
&gPlayerAnim_link_fighter_waitR2wait_long,
},
// PLAYER_ANIMGROUP_28
// PLAYER_ANIMGROUP_throw
{
&gPlayerAnim_link_normal_throw_free,
&gPlayerAnim_link_normal_throw,
@ -1494,7 +1494,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_throw_free,
&gPlayerAnim_link_normal_throw_free,
},
// PLAYER_ANIMGROUP_29
// PLAYER_ANIMGROUP_put
{
&gPlayerAnim_link_normal_put_free,
&gPlayerAnim_link_normal_put,
@ -1503,7 +1503,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_put_free,
&gPlayerAnim_link_normal_put_free,
},
// PLAYER_ANIMGROUP_30
// PLAYER_ANIMGROUP_back_walk
{
&gPlayerAnim_link_normal_back_walk,
&gPlayerAnim_link_normal_back_walk,
@ -1512,7 +1512,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_back_walk,
&gPlayerAnim_link_normal_back_walk,
},
// PLAYER_ANIMGROUP_31
// PLAYER_ANIMGROUP_check
{
&gPlayerAnim_link_normal_check_free,
&gPlayerAnim_link_normal_check,
@ -1521,7 +1521,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_check_free,
&gPlayerAnim_link_normal_check_free,
},
// PLAYER_ANIMGROUP_32
// PLAYER_ANIMGROUP_check_wait
{
&gPlayerAnim_link_normal_check_wait_free,
&gPlayerAnim_link_normal_check_wait,
@ -1530,7 +1530,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_check_wait_free,
&gPlayerAnim_link_normal_check_wait_free,
},
// PLAYER_ANIMGROUP_33
// PLAYER_ANIMGROUP_check_end
{
&gPlayerAnim_link_normal_check_end_free,
&gPlayerAnim_link_normal_check_end,
@ -1539,7 +1539,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_check_end_free,
&gPlayerAnim_link_normal_check_end_free,
},
// PLAYER_ANIMGROUP_34
// PLAYER_ANIMGROUP_pull_start
{
&gPlayerAnim_link_normal_pull_start_free,
&gPlayerAnim_link_normal_pull_start,
@ -1548,7 +1548,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_pull_start_free,
&gPlayerAnim_link_normal_pull_start_free,
},
// PLAYER_ANIMGROUP_35
// PLAYER_ANIMGROUP_pulling
{
&gPlayerAnim_link_normal_pulling_free,
&gPlayerAnim_link_normal_pulling,
@ -1557,7 +1557,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_pulling_free,
&gPlayerAnim_link_normal_pulling_free,
},
// PLAYER_ANIMGROUP_36
// PLAYER_ANIMGROUP_pull_end
{
&gPlayerAnim_link_normal_pull_end_free,
&gPlayerAnim_link_normal_pull_end,
@ -1566,7 +1566,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_pull_end_free,
&gPlayerAnim_link_normal_pull_end_free,
},
// PLAYER_ANIMGROUP_37
// PLAYER_ANIMGROUP_fall_up
{
&gPlayerAnim_link_normal_fall_up_free,
&gPlayerAnim_link_normal_fall_up,
@ -1575,7 +1575,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_fall_up_free,
&gPlayerAnim_link_normal_fall_up_free,
},
// PLAYER_ANIMGROUP_38
// PLAYER_ANIMGROUP_jump_climb_hold
{
&gPlayerAnim_link_normal_jump_climb_hold_free,
&gPlayerAnim_link_normal_jump_climb_hold,
@ -1584,7 +1584,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_jump_climb_hold_free,
&gPlayerAnim_link_normal_jump_climb_hold_free,
},
// PLAYER_ANIMGROUP_39
// PLAYER_ANIMGROUP_jump_climb_wait
{
&gPlayerAnim_link_normal_jump_climb_wait_free,
&gPlayerAnim_link_normal_jump_climb_wait,
@ -1593,7 +1593,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_jump_climb_wait_free,
&gPlayerAnim_link_normal_jump_climb_wait_free,
},
// PLAYER_ANIMGROUP_40
// PLAYER_ANIMGROUP_jump_climb_up
{
&gPlayerAnim_link_normal_jump_climb_up_free,
&gPlayerAnim_link_normal_jump_climb_up,
@ -1602,7 +1602,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_jump_climb_up_free,
&gPlayerAnim_link_normal_jump_climb_up_free,
},
// PLAYER_ANIMGROUP_41
// PLAYER_ANIMGROUP_down_slope_slip_end
{
&gPlayerAnim_link_normal_down_slope_slip_end_free,
&gPlayerAnim_link_normal_down_slope_slip_end,
@ -1611,7 +1611,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_down_slope_slip_end_free,
&gPlayerAnim_link_normal_down_slope_slip_end_free,
},
// PLAYER_ANIMGROUP_42
// PLAYER_ANIMGROUP_up_slope_slip_end
{
&gPlayerAnim_link_normal_up_slope_slip_end_free,
&gPlayerAnim_link_normal_up_slope_slip_end,
@ -1620,7 +1620,7 @@ PlayerAnimationHeader* D_8085BE84[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = {
&gPlayerAnim_link_normal_up_slope_slip_end_free,
&gPlayerAnim_link_normal_up_slope_slip_end_free,
},
// PLAYER_ANIMGROUP_43
// PLAYER_ANIMGROUP_nwait
{
&gPlayerAnim_sude_nwait,
&gPlayerAnim_lkt_nwait,
@ -2587,7 +2587,7 @@ PlayerAnimationHeader* func_8082ED20(Player* this) {
if (this->currentMask == PLAYER_MASK_SCENTS) {
return &gPlayerAnim_cl_msbowait;
}
return D_8085BE84[PLAYER_ANIMGROUP_0][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_wait][this->modelAnimType];
}
PlayerAnimationHeader* sPlayerIdleAnimations[][2] = {
@ -2706,9 +2706,9 @@ void func_8082EEA4(Player* this, s32 arg1) {
PlayerAnimationHeader* func_8082EEE0(Player* this) {
if (this->unk_B64 != 0) {
return D_8085BE84[PLAYER_ANIMGROUP_3][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_damage_run][this->modelAnimType];
} else {
return D_8085BE84[PLAYER_ANIMGROUP_2][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_run][this->modelAnimType];
}
}
@ -2720,7 +2720,7 @@ PlayerAnimationHeader* func_8082EF54(Player* this) {
if (func_8082EF20(this)) {
return &gPlayerAnim_link_boom_throw_waitR;
} else {
return D_8085BE84[PLAYER_ANIMGROUP_5][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_waitR][this->modelAnimType];
}
}
@ -2728,7 +2728,7 @@ PlayerAnimationHeader* func_8082EF9C(Player* this) {
if (func_8082EF20(this)) {
return &gPlayerAnim_link_boom_throw_waitL;
} else {
return D_8085BE84[PLAYER_ANIMGROUP_4][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_waitL][this->modelAnimType];
}
}
@ -2736,7 +2736,7 @@ PlayerAnimationHeader* func_8082EFE4(Player* this) {
if (func_800B7128(this)) {
return &gPlayerAnim_link_bow_side_walk;
} else {
return D_8085BE84[PLAYER_ANIMGROUP_22][this->modelAnimType];
return D_8085BE84[PLAYER_ANIMGROUP_side_walk][this->modelAnimType];
}
}
@ -5526,7 +5526,7 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc
this->linearVelocity = 3.0f;
this->actor.velocity.y = 6.0f;
Player_Anim_PlayOnceFreeze(play, this, D_8085BE84[PLAYER_ANIMGROUP_3][this->modelAnimType]);
Player_Anim_PlayOnceFreeze(play, this, D_8085BE84[PLAYER_ANIMGROUP_damage_run][this->modelAnimType]);
Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_DAMAGE_S);
} else {
this->actor.speed = speed;
@ -6417,9 +6417,9 @@ void Player_Door_Knob(PlayState* play, Player* this, Actor* door) {
if (this->doorDirection < 0) {
if (this->transformation == PLAYER_FORM_FIERCE_DEITY) {
anim = D_8085BE84[PLAYER_ANIMGROUP_8][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_doorA_free][this->modelAnimType];
} else if (this->transformation == PLAYER_FORM_HUMAN) {
anim = D_8085BE84[PLAYER_ANIMGROUP_9][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_doorA][this->modelAnimType];
} else {
anim = D_8085D118[temp];
}
@ -6427,9 +6427,9 @@ void Player_Door_Knob(PlayState* play, Player* this, Actor* door) {
knobDoor->animIndex += PLAYER_FORM_MAX;
if (this->transformation == PLAYER_FORM_FIERCE_DEITY) {
anim = D_8085BE84[PLAYER_ANIMGROUP_10][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_doorB_free][this->modelAnimType];
} else if (this->transformation == PLAYER_FORM_HUMAN) {
anim = D_8085BE84[PLAYER_ANIMGROUP_11][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_doorB][this->modelAnimType];
} else {
anim = D_8085D124[temp];
}
@ -6625,10 +6625,10 @@ void func_80836B3C(PlayState* play, Player* this, f32 arg2) {
if (this->transformation == PLAYER_FORM_GORON) {
func_80836AD8(play, this);
PlayerAnimation_Change(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_15][this->modelAnimType],
PlayerAnimation_Change(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_landing_roll][this->modelAnimType],
1.5f * sPlayerWaterSpeedScale, 0.0f, 6.0f, ANIMMODE_ONCE, 0.0f);
} else {
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_15][this->modelAnimType];
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_landing_roll][this->modelAnimType];
Player_SetAction(play, this, Player_Action_26, 0);
PlayerAnimation_Change(play, &this->skelAnime, anim, 1.25f * sPlayerWaterSpeedScale, arg2,
@ -6768,7 +6768,7 @@ s32 func_808370D4(PlayState* play, Player* this) {
}
void func_80837134(PlayState* play, Player* this) {
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_13][this->modelAnimType];
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_landing][this->modelAnimType];
s32 temp_v0_2; // sp28
this->stateFlags1 &= ~(PLAYER_STATE1_40000 | PLAYER_STATE1_80000);
@ -6804,14 +6804,14 @@ void func_80837134(PlayState* play, Player* this) {
anim = &gPlayerAnim_link_anchor_landingR;
func_8082FC60(this);
} else if (this->fallDistance <= 80) {
anim = D_8085BE84[PLAYER_ANIMGROUP_14][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_short_landing][this->modelAnimType];
} else if (func_808370D4(play, this)) {
return;
}
temp_v0_2 = func_80836F10(play, this);
if (temp_v0_2 > 0) { // Player suffered damage because of this fall
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_13][this->modelAnimType], play);
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_landing][this->modelAnimType], play);
this->skelAnime.endFrame = 8.0f;
if (temp_v0_2 == 1) {
@ -6980,7 +6980,7 @@ void func_808379C0(PlayState* play, Player* this) {
this->currentYaw = this->actor.shape.rot.y = interactRangeActor->yawTowardsPlayer + 0x8000;
} else {
Player_SetAction(play, this, Player_Action_37, 0);
anim = D_8085BE84[PLAYER_ANIMGROUP_12][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_carryB][this->modelAnimType];
}
Player_Anim_PlayOnce(play, this, anim);
@ -7908,14 +7908,14 @@ void func_80839CD8(Player* this, PlayState* play) {
}
if (var_fv0 < 14.0f) {
anim = D_8085BE84[PLAYER_ANIMGROUP_17][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_walk_endL][this->modelAnimType];
var_fv0 = 11.0f - var_fv0;
if (var_fv0 < 0.0f) {
var_fv0 = -var_fv0 * 1.375f;
}
var_fv0 = var_fv0 / 11.0f;
} else {
anim = D_8085BE84[PLAYER_ANIMGROUP_18][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_walk_endR][this->modelAnimType];
var_fv0 = 26.0f - var_fv0;
if (var_fv0 < 0.0f) {
var_fv0 = -var_fv0 * 2;
@ -8035,7 +8035,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) {
if (!Player_IsGoronOrDeku(this)) {
Player_SetModelsForHoldingShield(this);
anim = D_8085BE84[PLAYER_ANIMGROUP_19][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_defense][this->modelAnimType];
} else {
anim = (this->transformation == PLAYER_FORM_DEKU) ? &gPlayerAnim_pn_gurd
: &gPlayerAnim_clink_normal_defense_ALL;
@ -8145,7 +8145,7 @@ void func_8083A794(Player* this, PlayState* play) {
this->unk_B70 = 0;
this->unk_B34 = 0.0f;
this->unk_B38 = 0.0f;
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_2][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_run][this->modelAnimType]);
}
Player_SetAction(play, this, func_8082FBE8(this) ? Player_Action_14 : Player_Action_13, 1);
@ -8338,7 +8338,7 @@ void func_8083AECC(Player* this, s16 currentYaw, PlayState* play) {
void func_8083AF30(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_5, 1);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType]);
}
void func_8083AF8C(Player* this, s16 currentYaw, PlayState* play) {
@ -8351,7 +8351,7 @@ void func_8083AF8C(Player* this, s16 currentYaw, PlayState* play) {
void func_8083B030(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_9, 1);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_24][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_side_walkR][this->modelAnimType]);
this->unk_B38 = 0.0f;
}
@ -8365,7 +8365,7 @@ void func_8083B0E4(PlayState* play, Player* this, s16 currentYaw) {
Player_SetAction(play, this, Player_Action_10, 1);
this->unk_B4E = 1200;
this->unk_B4E *= sPlayerWaterSpeedScale;
PlayerAnimation_Change(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_25][this->modelAnimType],
PlayerAnimation_Change(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_45_turn][this->modelAnimType],
PLAYER_ANIM_NORMAL_SPEED, 0.0f, 0.0f, ANIMMODE_LOOP, -6.0f);
}
@ -8374,9 +8374,9 @@ void func_8083B1A0(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_4, 1);
if (this->unk_B40 < 0.5f) {
anim = D_8085BE84[PLAYER_ANIMGROUP_27][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_waitR2wait][this->modelAnimType];
} else {
anim = D_8085BE84[PLAYER_ANIMGROUP_26][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_waitL2wait][this->modelAnimType];
}
Player_Anim_PlayOnce(play, this, anim);
this->currentYaw = this->actor.shape.rot.y;
@ -8384,7 +8384,7 @@ void func_8083B1A0(Player* this, PlayState* play) {
void func_8083B23C(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_2, 1);
Player_Anim_PlayOnceMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_6][this->modelAnimType]);
Player_Anim_PlayOnceMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_wait2waitR][this->modelAnimType]);
this->av2.actionVar2 = 1;
}
@ -9179,7 +9179,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
// Player_SetAction_Throwing
void func_8083D6DC(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_42, 1);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_28][this->modelAnimType]);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_throw][this->modelAnimType]);
}
// Determines whether a held actor should be dropped or thrown: false implies droppable.
@ -9198,7 +9198,7 @@ s32 Player_ActionChange_9(Player* this, PlayState* play) {
if (!func_808313A8(play, this, this->heldActor)) {
if (!func_8083D738(this, this->heldActor)) {
Player_SetAction(play, this, Player_Action_41, 1);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_29][this->modelAnimType]);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_put][this->modelAnimType]);
return true;
}
func_8083D6DC(this, play);
@ -9450,7 +9450,7 @@ void func_8083E234(Player* this, PlayState* play) {
void func_8083E28C(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_47, 0);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_34][this->modelAnimType]);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_pull_start][this->modelAnimType]);
this->stateFlags2 |= PLAYER_STATE2_10;
}
@ -9707,7 +9707,7 @@ void func_8083EE60(Player* this, PlayState* play) {
f32 temp_fs0 = R_UPDATE_RATE / 2.0f;
func_8083EA44(this, REG(35) / 1000.0f);
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_30][this->modelAnimType],
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_back_walk][this->modelAnimType],
this->unk_B38);
this->unk_B34 += (1.0f * 1.0f) * temp_fs0;
if (this->unk_B34 >= 1.0f) {
@ -9721,8 +9721,8 @@ void func_8083EE60(Player* this, PlayState* play) {
var_fs0 = 1.0f;
func_8083EA44(this, ((REG(35)) / 1000.0f) + (((REG(36)) / 1000.0f) * this->linearVelocity));
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_30][this->modelAnimType],
this->unk_B38);
PlayerAnimation_LoadToJoint(play, &this->skelAnime,
D_8085BE84[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], this->unk_B38);
} else {
var_fs0 = (REG(37) / 1000.0f) * temp_fv0;
if (var_fs0 < 1.0f) {
@ -9732,8 +9732,8 @@ void func_8083EE60(Player* this, PlayState* play) {
func_8083EA44(this, (REG(39) / 100.0f) + ((REG(38) / 1000.0f) * temp_fv0));
}
PlayerAnimation_LoadToMorph(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_30][this->modelAnimType],
this->unk_B38);
PlayerAnimation_LoadToMorph(play, &this->skelAnime,
D_8085BE84[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], this->unk_B38);
PlayerAnimation_LoadToJoint(play, &this->skelAnime, &gPlayerAnim_link_normal_back_run,
this->unk_B38 * (16.0f / 29.0f));
}
@ -9775,8 +9775,8 @@ void func_8083F27C(PlayState* play, Player* this) {
PlayerAnimationHeader* sp38;
PlayerAnimationHeader* sp34;
sp38 = D_8085BE84[PLAYER_ANIMGROUP_23][this->modelAnimType];
sp34 = D_8085BE84[PLAYER_ANIMGROUP_24][this->modelAnimType];
sp38 = D_8085BE84[PLAYER_ANIMGROUP_side_walkL][this->modelAnimType];
sp34 = D_8085BE84[PLAYER_ANIMGROUP_side_walkR][this->modelAnimType];
this->skelAnime.animation = sp38;
@ -9801,10 +9801,10 @@ void func_8083F358(Player* this, s32 arg1, PlayState* play) {
Math_ScaledStepToS(&this->unk_B70, var_a1, 0x190);
if ((this->modelAnimType == PLAYER_ANIMTYPE_3) || ((this->unk_B70 == 0) && (this->unk_AB8 <= 0.0f))) {
if (arg1 == 0) {
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType],
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType],
this->unk_B38);
} else {
PlayerAnimation_LoadToMorph(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType],
PlayerAnimation_LoadToMorph(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType],
this->unk_B38);
}
return;
@ -9829,10 +9829,10 @@ void func_8083F358(Player* this, s32 arg1, PlayState* play) {
}
if (arg1 == 0) {
PlayerAnimation_BlendToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType],
PlayerAnimation_BlendToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType],
this->unk_B38, climbAnim, this->unk_B38, var_fv1, this->blendTableBuffer);
} else {
PlayerAnimation_BlendToMorph(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType],
PlayerAnimation_BlendToMorph(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType],
this->unk_B38, climbAnim, this->unk_B38, var_fv1, this->blendTableBuffer);
}
}
@ -9846,7 +9846,7 @@ void func_8083F57C(Player* this, PlayState* play) {
temp_fs0 = R_UPDATE_RATE / 2.0f;
func_8083EA44(this, REG(35) / 1000.0f);
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_1][this->modelAnimType],
PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_walk][this->modelAnimType],
this->unk_B38);
// required
@ -10323,7 +10323,7 @@ s32 func_80840A30(PlayState* play, Player* this, f32* arg2, f32 arg3) {
this->linearVelocity *= 0.2f;
} else {
Player_SetAction(play, this, Player_Action_26, 0);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_16][this->modelAnimType]);
Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_hip_down][this->modelAnimType]);
this->av2.actionVar2 = 1;
}
}
@ -10531,13 +10531,13 @@ void Player_InitMode_5(PlayState* play, Player* this) {
void Player_InitMode_6(PlayState* play, Player* this) {
if (gSaveContext.save.isOwlSave) {
Player_SetAction(play, this, Player_Action_0, 0);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_43][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType]);
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->av2.actionVar2 = 0x28;
gSaveContext.save.isOwlSave = false;
} else {
Player_SetAction(play, this, Player_Action_4, 0);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_43][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType]);
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->stateFlags2 |= PLAYER_STATE2_20000000;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TEST7, this->actor.world.pos.x, this->actor.world.pos.y,
@ -10553,7 +10553,7 @@ void func_80841744(PlayState* play, Player* this) {
this->itemAction = PLAYER_IA_OCARINA;
Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction));
} else {
Player_Anim_PlayLoopAdjusted(play, this, D_8085BE84[PLAYER_ANIMGROUP_43][this->modelAnimType]);
Player_Anim_PlayLoopAdjusted(play, this, D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType]);
}
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->unk_ABC = -10000.0f;
@ -10575,7 +10575,7 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe
((gSaveContext.respawnFlag != 2) ||
(gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams != PLAYER_PARAMS(0xFF, PLAYER_INITMODE_TELESCOPE)))) {
func_808309CC(play, this);
SkelAnime_InitPlayer(play, &this->skelAnime, skelHeader, D_8085BE84[PLAYER_ANIMGROUP_0][this->modelAnimType],
SkelAnime_InitPlayer(play, &this->skelAnime, skelHeader, D_8085BE84[PLAYER_ANIMGROUP_wait][this->modelAnimType],
1 | 8, this->jointTableBuffer, this->morphTableBuffer, PLAYER_LIMB_MAX);
this->skelAnime.baseTransl = sPlayerSkeletonBaseTransl;
@ -13357,7 +13357,7 @@ s32 Player_UpperAction_5(Player* this, PlayState* play) {
sPlayerUseHeldItem = sPlayerHeldItemButtonIsHeldDown;
if (sPlayerUseHeldItem || PlayerAnimation_Update(play, &this->skelAnimeUpper)) {
Player_SetUpperAction(play, this, sPlayerUpperActionUpdateFuncs[this->heldItemAction]);
PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, D_8085BE84[PLAYER_ANIMGROUP_0][this->modelAnimType]);
PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, D_8085BE84[PLAYER_ANIMGROUP_wait][this->modelAnimType]);
this->unk_AA4 = 0;
this->upperActionFunc(this, play);
return false;
@ -14347,15 +14347,15 @@ void Player_Action_17(Player* this, PlayState* play) {
if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) {
if (PlayerAnimation_Update(play, &this->skelAnime)) {
Player_Anim_ResetMove(this);
Player_Anim_PlayOnceMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_31][this->modelAnimType]);
Player_Anim_PlayOnceMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_check][this->modelAnimType]);
}
} else {
Player_Anim_PlayLoopOnceFinished(play, this, D_8085BE84[PLAYER_ANIMGROUP_32][this->modelAnimType]);
Player_Anim_PlayLoopOnceFinished(play, this, D_8085BE84[PLAYER_ANIMGROUP_check_wait][this->modelAnimType]);
}
if (DECR(this->av2.actionVar2) == 0) {
if (!Player_ActionChange_13(this, play)) {
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_33][this->modelAnimType], play);
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_check_end][this->modelAnimType], play);
}
this->actor.flags &= ~ACTOR_FLAG_TALK;
func_800E0238(Play_GetCamera(play, CAM_ID_MAIN));
@ -14377,7 +14377,7 @@ void Player_Action_18(Player* this, PlayState* play) {
func_80123C58(this);
}
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_21][this->modelAnimType], play);
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_defense_end][this->modelAnimType], play);
func_80830B38(this);
} else {
this->stateFlags1 |= PLAYER_STATE1_400000;
@ -14389,7 +14389,7 @@ void Player_Action_18(Player* this, PlayState* play) {
if (PlayerAnimation_Update(play, &this->skelAnime)) {
if (!Player_IsGoronOrDeku(this)) {
Player_Anim_PlayLoop(play, this, D_8085BE84[PLAYER_ANIMGROUP_20][this->modelAnimType]);
Player_Anim_PlayLoop(play, this, D_8085BE84[PLAYER_ANIMGROUP_defense_wait][this->modelAnimType]);
}
this->av2.actionVar2 = 1;
@ -14453,7 +14453,7 @@ void Player_Action_18(Player* this, PlayState* play) {
func_80123C58(this);
}
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_21][this->modelAnimType], play);
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_defense_end][this->modelAnimType], play);
}
Player_PlaySfx(this, NA_SE_IT_SHIELD_REMOVE);
@ -14488,7 +14488,7 @@ void Player_Action_19(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_18, 1);
Player_SetModelsForHoldingShield(this);
anim = D_8085BE84[PLAYER_ANIMGROUP_19][this->modelAnimType];
anim = D_8085BE84[PLAYER_ANIMGROUP_defense][this->modelAnimType];
endFrame = Animation_GetLastFrame(anim);
PlayerAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_NORMAL_SPEED, endFrame, endFrame,
ANIMMODE_ONCE, 0.0f);
@ -14725,7 +14725,7 @@ void Player_Action_25(Player* this, PlayState* play) {
this->actor.world.pos.y += this->yDistToLedge;
func_80837CEC(play, this, this->actor.wallPoly, this->distToInteractWall,
GET_PLAYER_ANIM(PLAYER_ANIMGROUP_38, this->modelAnimType));
GET_PLAYER_ANIM(PLAYER_ANIMGROUP_jump_climb_hold, this->modelAnimType));
this->currentYaw += 0x8000;
this->actor.shape.rot.y = this->currentYaw;
this->stateFlags1 |= PLAYER_STATE1_2000;
@ -15571,8 +15571,9 @@ void Player_Action_44(Player* this, PlayState* play) {
if (ABS_ALT(temp_v0) > 0xFA0) {
PlayerAnimation_Change(
play, &this->skelAnimeUpper, D_8085BE84[PLAYER_ANIMGROUP_25][this->modelAnimType], 0.4f, 0.0f,
Animation_GetLastFrame(D_8085BE84[PLAYER_ANIMGROUP_25][this->modelAnimType]), ANIMMODE_ONCE, -6.0f);
play, &this->skelAnimeUpper, D_8085BE84[PLAYER_ANIMGROUP_45_turn][this->modelAnimType], 0.4f, 0.0f,
Animation_GetLastFrame(D_8085BE84[PLAYER_ANIMGROUP_45_turn][this->modelAnimType]), ANIMMODE_ONCE,
-6.0f);
this->av1.actionVar1 = 2;
}
}
@ -15645,7 +15646,7 @@ AnimSfxEntry D_8085D658[] = {
Vec3f D_8085D660 = { 0.0f, 268 * 0.1f, -60.0f };
void Player_Action_47(Player* this, PlayState* play) {
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_35][this->modelAnimType];
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_pulling][this->modelAnimType];
this->stateFlags2 |= (PLAYER_STATE2_1 | PLAYER_STATE2_40 | PLAYER_STATE2_100);
@ -15674,7 +15675,7 @@ void Player_Action_47(Player* this, PlayState* play) {
if (temp_v0 > 0) {
func_8083E234(this, play);
} else if (temp_v0 == 0) {
func_8083DF38(this, D_8085BE84[PLAYER_ANIMGROUP_36][this->modelAnimType], play);
func_8083DF38(this, D_8085BE84[PLAYER_ANIMGROUP_pull_end][this->modelAnimType], play);
} else {
this->stateFlags2 |= PLAYER_STATE2_10;
}
@ -15710,8 +15711,9 @@ void Player_Action_48(Player* this, PlayState* play) {
if (PlayerAnimation_Update(play, &this->skelAnime)) {
Player_Anim_PlayLoop(play, this,
(this->av1.actionVar1 > 0) ? &gPlayerAnim_link_normal_fall_wait
: D_8085BE84[PLAYER_ANIMGROUP_39][this->modelAnimType]);
(this->av1.actionVar1 > 0)
? &gPlayerAnim_link_normal_fall_wait
: D_8085BE84[PLAYER_ANIMGROUP_jump_climb_wait][this->modelAnimType]);
} else if (this->av1.actionVar1 == 0) {
f32 frame;
@ -15736,8 +15738,8 @@ void Player_Action_48(Player* this, PlayState* play) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
if (this->unk_ADF[this->unk_ADE] >= 0) {
func_808381A0(this,
(this->av1.actionVar1 > 0) ? D_8085BE84[PLAYER_ANIMGROUP_37][this->modelAnimType]
: D_8085BE84[PLAYER_ANIMGROUP_40][this->modelAnimType],
(this->av1.actionVar1 > 0) ? D_8085BE84[PLAYER_ANIMGROUP_fall_up][this->modelAnimType]
: D_8085BE84[PLAYER_ANIMGROUP_jump_climb_up][this->modelAnimType],
play);
} else if (CHECK_BTN_ALL(sPlayerControlInput->cur.button, BTN_A) || (this->actor.shape.feetFloorFlags != 0)) {
func_80833A64(this);
@ -16297,7 +16299,7 @@ void Player_Action_54(Player* this, PlayState* play) {
if (this->currentBoots >= PLAYER_BOOTS_ZORA_UNDERWATER) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_14][this->modelAnimType], play);
func_80836A98(this, D_8085BE84[PLAYER_ANIMGROUP_short_landing][this->modelAnimType], play);
Player_AnimSfx_PlayFloorLand(this);
}
} else if (!func_80850854(play, this)) {
@ -17525,8 +17527,9 @@ void Player_Action_73(Player* this, PlayState* play) {
if (Math_AsymStepToF(&this->linearVelocity, var_fv0, temp_fv1, var_fa0) && (var_fv0 == 0.0f)) {
func_80836A98(this,
(this->av1.actionVar1 == 0) ? D_8085BE84[PLAYER_ANIMGROUP_41][this->modelAnimType]
: D_8085BE84[PLAYER_ANIMGROUP_42][this->modelAnimType],
(this->av1.actionVar1 == 0)
? D_8085BE84[PLAYER_ANIMGROUP_down_slope_slip_end][this->modelAnimType]
: D_8085BE84[PLAYER_ANIMGROUP_up_slope_slip_end][this->modelAnimType],
play);
}
@ -19802,7 +19805,7 @@ void Player_CsAction_1(PlayState* play, Player* this, CsCmdActorCue* cue) {
if (this->stateFlags1 & PLAYER_STATE1_8000000) {
func_8085929C(play, this, 0);
} else {
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_43][this->modelAnimType];
PlayerAnimationHeader* anim = D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType];
if ((this->cueId == PLAYER_CUEID_6) || (this->cueId == PLAYER_CUEID_46)) {
Player_Anim_PlayOnce(play, this, anim);
@ -19979,7 +19982,7 @@ void Player_CsAction_15(PlayState* play, Player* this, CsCmdActorCue* cue) {
}
void Player_CsAction_16(PlayState* play, Player* this, CsCmdActorCue* cue) {
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_43][this->modelAnimType]);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType]);
Player_StopHorizontalMovement(this);
}