Replace player animation names with original names derived from OoT3D/MM3D (#1103)

This commit is contained in:
Tom Overton 2022-10-01 09:08:47 -07:00 committed by GitHub
parent c3c08e944c
commit 82afae675b
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 1355 additions and 1355 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -411,7 +411,7 @@ void EnMinifrog_NextFrogReturned(EnMinifrog* this, PlayState* play) {
this->actionFunc = EnMinifrog_ContinueChoirCutscene;
this->flags &= ~(0x2 << MINIFROG_YELLOW | 0x2 << MINIFROG_CYAN | 0x2 << MINIFROG_PINK | 0x2 << MINIFROG_BLUE |
0x2 << MINIFROG_WHITE);
play->setPlayerTalkAnim(play, &gameplay_keep_Linkanim_00DEA8, 0);
play->setPlayerTalkAnim(play, &gPlayerAnim_link_normal_talk_free_wait, 0);
}
}
@ -442,7 +442,7 @@ void EnMinifrog_SetupNextFrogChoir(EnMinifrog* this, PlayState* play) {
this->flags &= ~0x100;
this->flags &= ~(0x2 << MINIFROG_YELLOW | 0x2 << MINIFROG_CYAN | 0x2 << MINIFROG_PINK | 0x2 << MINIFROG_BLUE |
0x2 << MINIFROG_WHITE);
play->setPlayerTalkAnim(play, &gameplay_keep_Linkanim_00DEA8, 0);
play->setPlayerTalkAnim(play, &gPlayerAnim_link_normal_talk_free_wait, 0);
} else if (this->timer <= 0) {
this->actionFunc = EnMinifrog_NextFrogReturned;
this->timer = 30;
@ -462,7 +462,7 @@ void EnMinifrog_BeginChoirCutscene(EnMinifrog* this, PlayState* play) {
this->timer = 5;
func_801A1F00(3, NA_BGM_FROG_SONG);
this->flags |= 0x100;
play->setPlayerTalkAnim(play, &gameplay_keep_Linkanim_00E2A8, 0);
play->setPlayerTalkAnim(play, &gPlayerAnim_pn_gakkiplay, 0);
} else {
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
}

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@ -323,7 +323,7 @@ s32 func_80BE0D60(EnTab* this, PlayState* play) {
this->unk_320++;
if (this->unk_320 == 1) {
play->setPlayerTalkAnim(play, &gameplay_keep_Linkanim_00D568, 2);
play->setPlayerTalkAnim(play, &gPlayerAnim_link_demo_bikkuri, 2);
} else if (this->unk_320 > 20) {
play->setPlayerTalkAnim(play, NULL, 0);
this->unk_320 = 0;

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@ -68,7 +68,7 @@ static ColliderCylinderInit sCylinderInit = {
// assumption: draw uses two different skeleton functions, might be incompatible
static AnimationHeader* gYbUnusedAnimations[] = { &object_yb_Anim_000200 };
static LinkAnimationHeader* gLinkAnimations[] = { &gameplay_keep_Linkanim_00DF28, &gameplay_keep_Linkanim_00CF98 };
static LinkAnimationHeader* gLinkAnimations[] = { &gPlayerAnim_link_normal_wait_free, &gPlayerAnim_alink_dance_loop };
static Vec3f D_80BFB2E8 = { 0.0f, 0.5f, 0.0f };