diff --git a/include/z64player.h b/include/z64player.h index bfc5b91ff8..ba64700953 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -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; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 2cddc30114..ffcbad9b66 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -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); }