format again again

This commit is contained in:
angie 2022-11-14 12:11:38 -03:00
parent 5f09a237ef
commit 8b65d4598c
1 changed files with 25 additions and 25 deletions

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@ -355,34 +355,34 @@ void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* d
void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyAll(PlayState* play, AnimationEntryData* data);
void AnimationContext_Interp(PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate);
s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
void SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitSkin(struct GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
void SkelAnime_SetUpdate(SkelAnime* skelAnime);
s32 SkelAnime_Update(SkelAnime* skelAnime);
void SkelAnime_AnimateFrame(SkelAnime* skelAnime);
@ -400,7 +400,7 @@ void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src,
void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
// ZAPD compatibility typedefs