mirror of https://github.com/zeldaret/mm.git
Document DmChar02 and its animations, rename one struct var in DmStk (#951)
* Document DmChar02 and its animations, rename one struct var in DmStk * Better description
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@ -27,10 +27,10 @@
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<TextureAnimation Name="object_stk2_Matanimheader_009F60" Offset="0x9F60" />
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<!-- Clock Tower Ocarina Animations -->
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<Animation Name="object_stk2_Anim_00A104" Offset="0xA104" />
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<Animation Name="object_stk2_Anim_00A2BC" Offset="0xA2BC" />
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<Animation Name="object_stk2_Anim_00A4C4" Offset="0xA4C4" />
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<Animation Name="object_stk2_Anim_00A6D4" Offset="0xA6D4" />
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<Animation Name="gClockTowerOcarinaOfTimeFallAnim" Offset="0xA104" /> <!-- Original name is "ok_otosu" ("to fall") -->
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<Animation Name="gClockTowerOcarinaOfTimeHitGroundAnim" Offset="0xA2BC" /> <!-- Original name is "ok_rakka" ("falling down (from a high place)") -->
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<Animation Name="gClockTowerOcarinaOfTimeTurnAroundAnim" Offset="0xA4C4" /> <!-- Original name is "ok_skypon" ("pon" = onomatopoeic for lightly hitting something, probably representing the sound that plays) -->
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<Animation Name="gClockTowerOcarinaOfTimeJuggleAnim" Offset="0xA6D4" /> <!-- Original name is "ok_skypon_loop" -->
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<!-- Clock Tower Ocarina Limb DisplayLists -->
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<DList Name="gClockTowerOcarinaOfTimeDL" Offset="0xA840" />
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@ -96,7 +96,7 @@
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<Animation Name="gSkullKidHoldUpMaskStartAnim" Offset="0x322FC" /> <!-- Original name is "stk_kakageru" ("holding up/hoisting something") -->
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<Animation Name="gSkullKidHoldUpMaskLoopAnim" Offset="0x32AE0" /> <!-- Original name is "stk_kakageru_loop" -->
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<Animation Name="gSkullKidHuddleWithFairiesAnim" Offset="0x3323C" /> <!-- Original name is "stk_miwoyoseau" ("huddling next to others to keep warm") -->
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<Animation Name="gSkullKidDroppedFromMaskAnim" Offset="0x34FD8" /> <!-- Original name is "stk_rakka" ("falling down (from a high place)")-->
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<Animation Name="gSkullKidDroppedFromMaskAnim" Offset="0x34FD8" /> <!-- Original name is "stk_rakka" ("falling down (from a high place)") -->
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<Animation Name="gSkullKidDrawAnim" Offset="0x36964" /> <!-- Original name is "stk_rakugaki" ("graffiti") -->
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<Animation Name="gSkullKidCartwheelAnim" Offset="0x37B94" /> <!-- Original name is "stk_sokuten" ("cartwheel") -->
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<Animation Name="gSkullKidDangleFromMaskStartAnim" Offset="0x3967C" /> <!-- Original name is "stk_tyubura" ("to dangle in midair") -->
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@ -1,7 +1,7 @@
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/*
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* File: z_dm_char02.c
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* Overlay: ovl_Dm_Char02
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* Description: Ocarina of Time (dropped from Skull Kid's hand)
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* Description: The Ocarina of Time that for the scenes on the Clock Tower's rooftop.
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*/
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#include "z_dm_char02.h"
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@ -16,7 +16,7 @@ void DmChar02_Destroy(Actor* thisx, PlayState* play);
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void DmChar02_Update(Actor* thisx, PlayState* play);
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void DmChar02_Draw(Actor* thisx, PlayState* play);
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void func_80AAB04C(DmChar02* this, PlayState* play);
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void DmChar02_PerformCutsceneActions(DmChar02* this, PlayState* play);
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const ActorInit Dm_Char02_InitVars = {
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ACTOR_DM_CHAR02,
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@ -31,43 +31,52 @@ const ActorInit Dm_Char02_InitVars = {
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};
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typedef enum {
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/* 0 */ DMCHAR02_ANIMATION_HIT_GROUND,
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/* 1 */ DMCHAR02_ANIMATION_TURN_AROUND,
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/* 2 */ DMCHAR02_ANIMATION_JUGGLE,
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/* 3 */ DMCHAR02_ANIMATION_FALL,
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} DmChar02AnimationIndex;
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static AnimationInfo sAnimations[] = {
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{ &object_stk2_Anim_00A2BC, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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{ &object_stk2_Anim_00A4C4, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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{ &object_stk2_Anim_00A6D4, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, 0.0f },
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{ &object_stk2_Anim_00A104, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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{ &gClockTowerOcarinaOfTimeHitGroundAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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{ &gClockTowerOcarinaOfTimeTurnAroundAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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{ &gClockTowerOcarinaOfTimeJuggleAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, 0.0f },
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{ &gClockTowerOcarinaOfTimeFallAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, 0.0f },
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};
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void DmChar02_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 index) {
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void DmChar02_ChangeAnimation(SkelAnime* skelAnime, AnimationInfo* animation, u16 index) {
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f32 frameCount;
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animInfo += index;
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animation += index;
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if (animInfo->frameCount < 0.0f) {
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frameCount = Animation_GetLastFrame(animInfo->animation);
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if (animation->frameCount < 0.0f) {
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frameCount = Animation_GetLastFrame(animation->animation);
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} else {
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frameCount = animInfo->frameCount;
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frameCount = animation->frameCount;
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}
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Animation_Change(skelAnime, animInfo->animation, animInfo->playSpeed, animInfo->startFrame, frameCount,
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animInfo->mode, animInfo->morphFrames);
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Animation_Change(skelAnime, animation->animation, animation->playSpeed, animation->startFrame, frameCount,
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animation->mode, animation->morphFrames);
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}
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void func_80AAAECC(Actor* actor, PlayState* play) {
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void DmChar02_PlaySfxForDroppingOcarinaCutscene(DmChar02* this, PlayState* play) {
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switch (play->csCtx.frames) {
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case 95:
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Actor_PlaySfxAtPos(actor, NA_SE_EV_OCARINA_BOUND_0);
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return;
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OCARINA_BOUND_0);
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break;
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case 101:
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case 105:
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case 112:
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Actor_PlaySfxAtPos(actor, NA_SE_EV_OCARINA_BOUND_1);
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return;
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OCARINA_BOUND_1);
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break;
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}
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}
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void func_80AAAF2C(DmChar02* this, PlayState* play) {
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void DmChar02_PlaySfxForCutscenes(DmChar02* this, PlayState* play) {
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if ((play->csCtx.state != 0) && (play->sceneNum == SCENE_OKUJOU) && (play->csCtx.currentCsIndex == 1)) {
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func_80AAAECC(&this->actor, play);
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DmChar02_PlaySfxForDroppingOcarinaCutscene(this, play);
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}
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}
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@ -75,13 +84,13 @@ void DmChar02_Init(Actor* thisx, PlayState* play) {
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DmChar02* this = THIS;
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if (gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
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this->animIndex = 0;
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this->animIndex = DMCHAR02_ANIMATION_HIT_GROUND;
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this->actor.targetArrowOffset = 3000.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gClockTowerOcarinaOfTimeSkel, NULL, NULL, NULL, 0);
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DmChar02_ChangeAnimationByInfo(&this->skelAnime, sAnimations, 0);
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DmChar02_ChangeAnimation(&this->skelAnime, sAnimations, 0);
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Actor_SetScale(&this->actor, 0.01f);
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this->actionFunc = func_80AAB04C;
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this->actionFunc = DmChar02_PerformCutsceneActions;
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} else {
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Actor_MarkForDeath(&this->actor);
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}
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@ -90,8 +99,8 @@ void DmChar02_Init(Actor* thisx, PlayState* play) {
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void DmChar02_Destroy(Actor* thisx, PlayState* play) {
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}
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void func_80AAB04C(DmChar02* this, PlayState* play) {
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u8 sp2F = true;
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void DmChar02_PerformCutsceneActions(DmChar02* this, PlayState* play) {
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u8 shouldChangeAnimation = true;
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s32 actionIndex;
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if (Cutscene_CheckActorAction(play, 0x83)) {
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@ -99,29 +108,35 @@ void func_80AAB04C(DmChar02* this, PlayState* play) {
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if (play->csCtx.frames == play->csCtx.actorActions[actionIndex]->startFrame) {
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switch (play->csCtx.actorActions[actionIndex]->action) {
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default:
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this->animIndex = 0;
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sp2F = false;
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this->animIndex = DMCHAR02_ANIMATION_HIT_GROUND;
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shouldChangeAnimation = false;
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break;
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case 1:
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this->animIndex = 0;
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this->animIndex = DMCHAR02_ANIMATION_HIT_GROUND;
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break;
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case 2:
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this->animIndex = 1;
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this->animIndex = DMCHAR02_ANIMATION_TURN_AROUND;
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break;
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case 4:
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this->animIndex = 3;
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this->animIndex = DMCHAR02_ANIMATION_FALL;
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break;
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}
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if (sp2F) {
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DmChar02_ChangeAnimationByInfo(&this->skelAnime, &sAnimations[this->animIndex], 0);
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if (shouldChangeAnimation) {
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DmChar02_ChangeAnimation(&this->skelAnime, &sAnimations[this->animIndex], 0);
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}
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}
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Cutscene_ActorTranslateAndYaw(&this->actor, play, actionIndex);
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}
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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if (this->animIndex == 1) {
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if (this->animIndex == DMCHAR02_ANIMATION_TURN_AROUND) {
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this->animIndex++;
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DmChar02_ChangeAnimationByInfo(&this->skelAnime, &sAnimations[this->animIndex], 0);
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DmChar02_ChangeAnimation(&this->skelAnime, &sAnimations[this->animIndex], 0);
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}
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}
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}
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@ -130,7 +145,7 @@ void DmChar02_Update(Actor* thisx, PlayState* play) {
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DmChar02* this = THIS;
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SkelAnime_Update(&this->skelAnime);
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this->unk2F0 = this->unk2F0;
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this->unk_2F0 = this->unk_2F0;
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this->actionFunc(this, play);
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if (!Actor_HasParent(&this->actor, play)) {
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Actor_PickUp(&this->actor, play, GI_OCARINA, 30.0f, 80.0f);
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@ -138,7 +153,8 @@ void DmChar02_Update(Actor* thisx, PlayState* play) {
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gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
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Actor_MarkForDeath(&this->actor);
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}
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func_80AAAF2C(this, play);
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DmChar02_PlaySfxForCutscenes(this, play);
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}
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s32 DmChar02_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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@ -154,19 +170,21 @@ void DmChar02_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
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void DmChar02_Draw(Actor* thisx, PlayState* play) {
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s32 pad[2];
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DmChar02* this = THIS;
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s32 sp30 = false;
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s32 shouldDraw = false;
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if ((play->csCtx.state == 0) && (this->actor.world.pos.y < 100.0f)) {
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sp30 = true;
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shouldDraw = true;
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} else if (Cutscene_CheckActorAction(play, 0x6B)) {
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switch (play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 0x6B)]->action) {
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case 0x17:
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case 0x1C:
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case 0x26:
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sp30 = true;
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shouldDraw = true;
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break;
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}
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}
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if (sp30) {
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if (shouldDraw) {
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func_8012C28C(play->state.gfxCtx);
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SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, DmChar02_OverrideLimbDraw, DmChar02_PostLimbDraw,
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@ -10,12 +10,12 @@ typedef void (*DmChar02ActionFunc)(struct DmChar02*, PlayState*);
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typedef struct DmChar02 {
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/* 0x000 */ Actor actor;
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/* 0x144 */ SkelAnime skelAnime;
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/* 0x188 */ UNK_TYPE1 pad188[0x108];
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/* 0x188 */ UNK_TYPE1 pad_188[0x108];
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/* 0x290 */ DmChar02ActionFunc actionFunc;
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/* 0x294 */ UNK_TYPE1 pad294[0x4C];
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/* 0x294 */ UNK_TYPE1 pad_294[0x4C];
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/* 0x2E0 */ s16 animIndex;
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/* 0x2E2 */ UNK_TYPE1 pad2E2[0xE];
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/* 0x2F0 */ u32 unk2F0;
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/* 0x2E2 */ UNK_TYPE1 pad_2E2[0xE];
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/* 0x2F0 */ u32 unk_2F0;
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} DmChar02; // size = 0x2F4
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extern const ActorInit Dm_Char02_InitVars;
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@ -300,13 +300,13 @@ static AnimationInfo sAnimations[] = {
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void DmStk_LoadObjectForAnimation(DmStk* this, PlayState* play) {
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s32 objectIndex;
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if (((this->animationId >= SK_ANIMATION_SHAKE_HEAD) && (this->animationId <= SK_ANIMATION_BENT_OVER_HEAD_TWITCH)) ||
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(this->animationId == SK_ANIMATION_CALL_DOWN_MOON_START) ||
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(this->animationId == SK_ANIMATION_CALL_DOWN_MOON_LOOP) ||
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(this->animationId == SK_ANIMATION_TELESCOPE_LOOK_UP_START) ||
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(this->animationId == SK_ANIMATION_TELESCOPE_LOOK_UP_LOOP)) {
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if (((this->animIndex >= SK_ANIMATION_SHAKE_HEAD) && (this->animIndex <= SK_ANIMATION_BENT_OVER_HEAD_TWITCH)) ||
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(this->animIndex == SK_ANIMATION_CALL_DOWN_MOON_START) ||
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(this->animIndex == SK_ANIMATION_CALL_DOWN_MOON_LOOP) ||
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(this->animIndex == SK_ANIMATION_TELESCOPE_LOOK_UP_START) ||
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(this->animIndex == SK_ANIMATION_TELESCOPE_LOOK_UP_LOOP)) {
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objectIndex = this->objectStkObjectIndex;
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} else if (this->animationId >= SK_ANIMATION_LOOK_UP_AT_GIANTS) {
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} else if (this->animIndex >= SK_ANIMATION_LOOK_UP_AT_GIANTS) {
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objectIndex = this->objectStk3ObjectIndex;
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} else {
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objectIndex = this->objectStk2ObjectIndex;
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@ -596,7 +596,7 @@ void DmStk_PlaySfxForClockTowerIntroCutsceneVersion1(DmStk* this, PlayState* pla
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break;
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}
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if ((this->animationId == SK_ANIMATION_OCARINA_JUGGLE) && (play->csCtx.frames < 700)) {
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if ((this->animIndex == SK_ANIMATION_OCARINA_JUGGLE) && (play->csCtx.frames < 700)) {
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if (Animation_OnFrame(&this->skelAnime, 5.0f) || Animation_OnFrame(&this->skelAnime, 25.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_OTEDAMA1);
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} else if (Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 40.0f)) {
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@ -734,7 +734,7 @@ void DmStk_PlaySfxForEndingCutsceneSecondPart(DmStk* this, PlayState* play) {
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break;
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}
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if (this->animationId == SK_ANIMATION_SHAKE_HEAD) {
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if (this->animIndex == SK_ANIMATION_SHAKE_HEAD) {
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if (Animation_OnFrame(&this->skelAnime, 8.0f) || Animation_OnFrame(&this->skelAnime, 17.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
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}
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@ -742,12 +742,12 @@ void DmStk_PlaySfxForEndingCutsceneSecondPart(DmStk* this, PlayState* play) {
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if (Animation_OnFrame(&this->skelAnime, 28.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
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}
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} else if (this->animationId == SK_ANIMATION_LAUGH_AFTER_SNIFF) {
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} else if (this->animIndex == SK_ANIMATION_LAUGH_AFTER_SNIFF) {
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if (Animation_OnFrame(&this->skelAnime, 2.0f) || Animation_OnFrame(&this->skelAnime, 6.0f) ||
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Animation_OnFrame(&this->skelAnime, 12.0f) || Animation_OnFrame(&this->skelAnime, 18.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
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}
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} else if ((this->animationId == SK_ANIMATION_SNIFF) &&
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} else if ((this->animIndex == SK_ANIMATION_SNIFF) &&
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(Animation_OnFrame(&this->skelAnime, 16.0f) || Animation_OnFrame(&this->skelAnime, 23.0f))) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_NOSE);
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}
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@ -983,20 +983,20 @@ void DmStk_PlaySfxForCutscenes(DmStk* this, PlayState* play) {
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}
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}
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if (this->animationId == SK_ANIMATION_WALK) {
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if (this->animIndex == SK_ANIMATION_WALK) {
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if (Animation_OnFrame(&this->skelAnime, 2.0f) || Animation_OnFrame(&this->skelAnime, 6.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_WALK);
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}
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} else if (this->animationId == SK_ANIMATION_SEARCH_LINK) {
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} else if (this->animIndex == SK_ANIMATION_SEARCH_LINK) {
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if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 13.0f) ||
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Animation_OnFrame(&this->skelAnime, 20.0f) || Animation_OnFrame(&this->skelAnime, 27.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_CALM_HIT);
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}
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} else if (this->animationId == SK_ANIMATION_PICK_UP_OCARINA_AND_START_PLAYING) {
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} else if (this->animIndex == SK_ANIMATION_PICK_UP_OCARINA_AND_START_PLAYING) {
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if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_PUT_OUT_ITEM);
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}
|
||||
} else if (this->animationId == SK_ANIMATION_PLAY_OCARINA_AND_LAUGH) {
|
||||
} else if (this->animIndex == SK_ANIMATION_PLAY_OCARINA_AND_LAUGH) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 14.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_UNSKILLFUL_OCARINA);
|
||||
}
|
||||
|
|
@ -1024,7 +1024,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
this->tatlMessageTimer = 0;
|
||||
this->deflectCount = 0;
|
||||
this->maskType = SK_MASK_TYPE_NORMAL;
|
||||
this->animationId = SK_ANIMATION_IDLE;
|
||||
this->animIndex = SK_ANIMATION_IDLE;
|
||||
this->fogR = play->lightCtx.unk7;
|
||||
this->fogG = play->lightCtx.unk8;
|
||||
this->fogB = play->lightCtx.unk9;
|
||||
|
|
@ -1062,7 +1062,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
} else if (gSaveContext.sceneSetupIndex == 3) {
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
if (gSaveContext.unk_3DD0[3] == 0) {
|
||||
// This code is called when the Giants fail to stop the moon.
|
||||
// Starts a 1 minute (60 second) timer until the moon falls.
|
||||
|
|
@ -1075,12 +1075,12 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
sCylinderInit.base.colType = COLTYPE_WOOD;
|
||||
this->actionFunc = DmStk_ClockTower_Idle;
|
||||
} else {
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->actionFunc = DmStk_ClockTower_DoNothing;
|
||||
}
|
||||
} else {
|
||||
this->dekuPipesCutsceneState = SK_DEKU_PIPES_CS_STATE_READY;
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->actor.world.pos.y = 120.0f;
|
||||
sCylinderInit.base.colType = COLTYPE_WOOD;
|
||||
this->actionFunc = DmStk_ClockTower_Idle;
|
||||
|
|
@ -1099,7 +1099,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
this->fogN = 996;
|
||||
this->fogF = 1000;
|
||||
this->fogScale = 0.7f;
|
||||
this->animationId = SK_ANIMATION_BENT_OVER_HEAD_TWITCH;
|
||||
this->animIndex = SK_ANIMATION_BENT_OVER_HEAD_TWITCH;
|
||||
this->actionFunc = DmStk_WaitForTelescope;
|
||||
} else {
|
||||
if ((play->sceneNum == SCENE_LOST_WOODS) && !Cutscene_IsPlaying(play)) {
|
||||
|
|
@ -1123,7 +1123,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
this->csAction = 99;
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gSkullKidSkel, NULL, NULL, NULL, 0);
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
}
|
||||
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
|
|
@ -1200,9 +1200,9 @@ void DmStk_ClockTower_StartIntroCutsceneVersion1(DmStk* this, PlayState* play) {
|
|||
|
||||
void DmStk_ClockTower_WaitForIntroCutsceneVersion1ToEnd(DmStk* this, PlayState* play) {
|
||||
if (play->csCtx.state == 0) {
|
||||
this->animationId = SK_ANIMATION_CALL_DOWN_MOON_LOOP;
|
||||
this->animIndex = SK_ANIMATION_CALL_DOWN_MOON_LOOP;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
this->actionFunc = DmStk_ClockTower_IdleWithOcarina;
|
||||
}
|
||||
}
|
||||
|
|
@ -1218,8 +1218,8 @@ void DmStk_ClockTower_StartIntroCutsceneVersion2(DmStk* this, PlayState* play) {
|
|||
|
||||
void DmStk_ClockTower_WaitForIntroCutsceneVersion2ToEnd(DmStk* this, PlayState* play) {
|
||||
if (play->csCtx.state == 0) {
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
this->actionFunc = DmStk_ClockTower_Idle;
|
||||
}
|
||||
}
|
||||
|
|
@ -1279,8 +1279,8 @@ void DmStk_ClockTower_DeflectHit(DmStk* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
this->animationId = SK_ANIMATION_DEFLECT_ATTACK;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
this->animIndex = SK_ANIMATION_DEFLECT_ATTACK;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
this->actionFunc = DmStk_ClockTower_WaitForDeflectionToEnd;
|
||||
}
|
||||
|
|
@ -1292,8 +1292,8 @@ void DmStk_ClockTower_DeflectHit(DmStk* this, PlayState* play) {
|
|||
void DmStk_ClockTower_WaitForDeflectionToEnd(DmStk* this, PlayState* play) {
|
||||
DmStk_ClockTower_AdjustHeightAndRotation(this, play);
|
||||
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
this->actionFunc = DmStk_ClockTower_Idle;
|
||||
}
|
||||
|
||||
|
|
@ -1325,96 +1325,96 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
switch (play->csCtx.actorActions[actorActionIndex]->action) {
|
||||
case 0:
|
||||
case 1:
|
||||
this->animationId = SK_ANIMATION_IDLE;
|
||||
this->animIndex = SK_ANIMATION_IDLE;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
this->animationId = SK_ANIMATION_WALK;
|
||||
this->animIndex = SK_ANIMATION_WALK;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
this->animationId = SK_ANIMATION_UNUSED_KICK_OVER_LINK;
|
||||
this->animIndex = SK_ANIMATION_UNUSED_KICK_OVER_LINK;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
this->animationId = SK_ANIMATION_KICK_OVER_LINK;
|
||||
this->animIndex = SK_ANIMATION_KICK_OVER_LINK;
|
||||
break;
|
||||
|
||||
case 6:
|
||||
this->animationId = SK_ANIMATION_PICK_UP_OCARINA;
|
||||
this->animIndex = SK_ANIMATION_PICK_UP_OCARINA;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
break;
|
||||
|
||||
case 7:
|
||||
this->animationId = SK_ANIMATION_PICK_UP_OCARINA_AND_START_PLAYING;
|
||||
this->animIndex = SK_ANIMATION_PICK_UP_OCARINA_AND_START_PLAYING;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
break;
|
||||
|
||||
case 8:
|
||||
this->animationId = SK_ANIMATION_SHAKE_HEAD;
|
||||
this->animIndex = SK_ANIMATION_SHAKE_HEAD;
|
||||
break;
|
||||
|
||||
case 9:
|
||||
this->animationId = SK_ANIMATION_IDLE;
|
||||
this->animIndex = SK_ANIMATION_IDLE;
|
||||
this->fadeInState = SK_FADE_IN_STATE_START;
|
||||
break;
|
||||
|
||||
case 12:
|
||||
this->animationId = SK_ANIMATION_HIDE_OCARINA_START;
|
||||
this->animIndex = SK_ANIMATION_HIDE_OCARINA_START;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
break;
|
||||
|
||||
case 13:
|
||||
this->animationId = SK_ANIMATION_JUMP_WHILE_HIDING_OCARINA;
|
||||
this->animIndex = SK_ANIMATION_JUMP_WHILE_HIDING_OCARINA;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
break;
|
||||
|
||||
case 14:
|
||||
this->animationId = SK_ANIMATION_HORSE_RIDE_START;
|
||||
this->animIndex = SK_ANIMATION_HORSE_RIDE_START;
|
||||
break;
|
||||
|
||||
case 15:
|
||||
this->animationId = SK_ANIMATION_HORSE_RIDE_LOOP;
|
||||
this->animIndex = SK_ANIMATION_HORSE_RIDE_LOOP;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
this->animationId = SK_ANIMATION_HORSE_RIDE_AND_ROTATE;
|
||||
this->animIndex = SK_ANIMATION_HORSE_RIDE_AND_ROTATE;
|
||||
break;
|
||||
|
||||
case 17:
|
||||
this->animationId = SK_ANIMATION_RECLINING_FLOAT;
|
||||
this->animIndex = SK_ANIMATION_RECLINING_FLOAT;
|
||||
break;
|
||||
|
||||
case 18:
|
||||
this->animationId = SK_ANIMATION_CURSE_START;
|
||||
this->animIndex = SK_ANIMATION_CURSE_START;
|
||||
break;
|
||||
|
||||
case 19:
|
||||
this->animationId = SK_ANIMATION_LAUGH_START;
|
||||
this->animIndex = SK_ANIMATION_LAUGH_START;
|
||||
break;
|
||||
|
||||
case 20:
|
||||
this->animationId = SK_ANIMATION_RAISE_MASK_START;
|
||||
this->animIndex = SK_ANIMATION_RAISE_MASK_START;
|
||||
break;
|
||||
|
||||
case 21:
|
||||
this->animationId = SK_ANIMATION_LOWER_MASK;
|
||||
this->animIndex = SK_ANIMATION_LOWER_MASK;
|
||||
break;
|
||||
|
||||
case 22:
|
||||
this->animationId = SK_ANIMATION_PLAY_OCARINA_WHILE_FLOATING;
|
||||
this->animIndex = SK_ANIMATION_PLAY_OCARINA_WHILE_FLOATING;
|
||||
if (gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
}
|
||||
break;
|
||||
|
||||
case 23:
|
||||
this->animationId = SK_ANIMATION_FLOATING_TURN_AROUND;
|
||||
this->animIndex = SK_ANIMATION_FLOATING_TURN_AROUND;
|
||||
this->handType = SK_HAND_TYPE_JUGGLING_OR_DROPPING_OCARINA;
|
||||
break;
|
||||
|
||||
case 24:
|
||||
this->animationId = SK_ANIMATION_CALL_DOWN_MOON_START;
|
||||
this->animIndex = SK_ANIMATION_CALL_DOWN_MOON_START;
|
||||
if (gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
}
|
||||
|
|
@ -1425,148 +1425,148 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 26:
|
||||
this->animationId = SK_ANIMATION_SMACK_FAIRY_START;
|
||||
this->animIndex = SK_ANIMATION_SMACK_FAIRY_START;
|
||||
if (gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
}
|
||||
break;
|
||||
|
||||
case 27:
|
||||
this->animationId = SK_ANIMATION_HIT_BY_BUBBLE;
|
||||
this->animIndex = SK_ANIMATION_HIT_BY_BUBBLE;
|
||||
if (gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
|
||||
this->handType = SK_HAND_TYPE_HOLDING_OCARINA;
|
||||
}
|
||||
break;
|
||||
|
||||
case 28:
|
||||
this->animationId = SK_ANIMATION_DROP_OCARINA;
|
||||
this->animIndex = SK_ANIMATION_DROP_OCARINA;
|
||||
this->handType = SK_HAND_TYPE_JUGGLING_OR_DROPPING_OCARINA;
|
||||
break;
|
||||
|
||||
case 30:
|
||||
this->animationId = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
this->animIndex = SK_ANIMATION_FLOATING_ARMS_CROSSED;
|
||||
break;
|
||||
|
||||
case 31:
|
||||
this->animationId = SK_ANIMATION_DEFLECT_ATTACK;
|
||||
this->animIndex = SK_ANIMATION_DEFLECT_ATTACK;
|
||||
break;
|
||||
|
||||
case 32:
|
||||
this->animationId = SK_ANIMATION_SURPRISE_START;
|
||||
this->animIndex = SK_ANIMATION_SURPRISE_START;
|
||||
break;
|
||||
|
||||
case 33:
|
||||
this->animationId = SK_ANIMATION_LOOK_AROUND_FOR_GIANTS_START;
|
||||
this->animIndex = SK_ANIMATION_LOOK_AROUND_FOR_GIANTS_START;
|
||||
break;
|
||||
|
||||
case 34:
|
||||
this->animationId = SK_ANIMATION_HOLD_HEAD_AND_SHAKE_START;
|
||||
this->animIndex = SK_ANIMATION_HOLD_HEAD_AND_SHAKE_START;
|
||||
break;
|
||||
|
||||
case 35:
|
||||
this->animationId = SK_ANIMATION_HOLD_HEAD_AND_SCREAM_START;
|
||||
this->animIndex = SK_ANIMATION_HOLD_HEAD_AND_SCREAM_START;
|
||||
break;
|
||||
|
||||
case 36:
|
||||
this->animationId = SK_ANIMATION_HUDDLE_WITH_FAIRIES;
|
||||
this->animIndex = SK_ANIMATION_HUDDLE_WITH_FAIRIES;
|
||||
break;
|
||||
|
||||
case 37:
|
||||
this->animationId = SK_ANIMATION_SEARCH_MASK_SALESMAN;
|
||||
this->animIndex = SK_ANIMATION_SEARCH_MASK_SALESMAN;
|
||||
break;
|
||||
|
||||
case 38:
|
||||
this->animationId = SK_ANIMATION_HOLD_UP_MASK_START;
|
||||
this->animIndex = SK_ANIMATION_HOLD_UP_MASK_START;
|
||||
break;
|
||||
|
||||
case 39:
|
||||
this->animationId = SK_ANIMATION_SHIVER;
|
||||
this->animIndex = SK_ANIMATION_SHIVER;
|
||||
break;
|
||||
|
||||
case 40:
|
||||
this->animationId = SK_ANIMATION_DRAW;
|
||||
this->animIndex = SK_ANIMATION_DRAW;
|
||||
break;
|
||||
|
||||
case 41:
|
||||
this->animationId = SK_ANIMATION_TELESCOPE_LOOK_UP_START;
|
||||
this->animIndex = SK_ANIMATION_TELESCOPE_LOOK_UP_START;
|
||||
break;
|
||||
|
||||
case 42:
|
||||
this->animationId = SK_ANIMATION_BENT_OVER_HEAD_TWITCH;
|
||||
this->animIndex = SK_ANIMATION_BENT_OVER_HEAD_TWITCH;
|
||||
break;
|
||||
|
||||
case 43:
|
||||
this->animationId = SK_ANIMATION_BENT_OVER_LOOK_UP;
|
||||
this->animIndex = SK_ANIMATION_BENT_OVER_LOOK_UP;
|
||||
break;
|
||||
|
||||
case 44:
|
||||
this->animationId = SK_ANIMATION_SPANK;
|
||||
this->animIndex = SK_ANIMATION_SPANK;
|
||||
break;
|
||||
|
||||
case 45:
|
||||
this->animationId = SK_ANIMATION_HIP_SHAKE_AND_JUMP;
|
||||
this->animIndex = SK_ANIMATION_HIP_SHAKE_AND_JUMP;
|
||||
this->fadeOutState = SK_FADE_OUT_STATE_FADING_OUT;
|
||||
break;
|
||||
|
||||
case 46:
|
||||
this->handType = SK_HAND_TYPE_HOLDING_FLUTE;
|
||||
this->animationId = SK_ANIMATION_PLAY_FLUTE;
|
||||
this->animIndex = SK_ANIMATION_PLAY_FLUTE;
|
||||
break;
|
||||
|
||||
case 47:
|
||||
this->animationId = SK_ANIMATION_CARTWHEEL;
|
||||
this->animIndex = SK_ANIMATION_CARTWHEEL;
|
||||
break;
|
||||
|
||||
case 48:
|
||||
this->animationId = SK_ANIMATION_CARTWHEEL;
|
||||
this->animIndex = SK_ANIMATION_CARTWHEEL;
|
||||
break;
|
||||
|
||||
case 49:
|
||||
this->animationId = SK_ANIMATION_LOOK_UP_AT_GIANTS;
|
||||
this->animIndex = SK_ANIMATION_LOOK_UP_AT_GIANTS;
|
||||
break;
|
||||
|
||||
case 50:
|
||||
this->animationId = SK_ANIMATION_ASHAMED_START;
|
||||
this->animIndex = SK_ANIMATION_ASHAMED_START;
|
||||
break;
|
||||
|
||||
case 51:
|
||||
this->animationId = SK_ANIMATION_LOOK_LEFT_START;
|
||||
this->animIndex = SK_ANIMATION_LOOK_LEFT_START;
|
||||
break;
|
||||
|
||||
case 52:
|
||||
this->animationId = SK_ANIMATION_SNIFF;
|
||||
this->animIndex = SK_ANIMATION_SNIFF;
|
||||
break;
|
||||
|
||||
case 53:
|
||||
this->animationId = SK_ANIMATION_CARTWHEEL;
|
||||
this->animIndex = SK_ANIMATION_CARTWHEEL;
|
||||
break;
|
||||
|
||||
case 54:
|
||||
this->animationId = SK_ANIMATION_LIE_FLAT;
|
||||
this->animIndex = SK_ANIMATION_LIE_FLAT;
|
||||
break;
|
||||
|
||||
case 55:
|
||||
this->animationId = SK_ANIMATION_DANGLE_FROM_MASK_START;
|
||||
this->animIndex = SK_ANIMATION_DANGLE_FROM_MASK_START;
|
||||
break;
|
||||
|
||||
case 56:
|
||||
this->animationId = SK_ANIMATION_DROPPED_FROM_MASK;
|
||||
this->animIndex = SK_ANIMATION_DROPPED_FROM_MASK;
|
||||
break;
|
||||
|
||||
case 57:
|
||||
this->animationId = SK_ANIMATION_LOOK_UP_AT_GIANTS;
|
||||
this->animIndex = SK_ANIMATION_LOOK_UP_AT_GIANTS;
|
||||
break;
|
||||
|
||||
case 58:
|
||||
this->animationId = SK_ANIMATION_ASHAMED_START;
|
||||
this->animIndex = SK_ANIMATION_ASHAMED_START;
|
||||
break;
|
||||
|
||||
case 59:
|
||||
this->animationId = SK_ANIMATION_LOOK_LEFT_START;
|
||||
this->animIndex = SK_ANIMATION_LOOK_LEFT_START;
|
||||
break;
|
||||
|
||||
case 60:
|
||||
this->animationId = SK_ANIMATION_SNIFF;
|
||||
this->animIndex = SK_ANIMATION_SNIFF;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
|
|
@ -1574,11 +1574,11 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
default:
|
||||
this->animationId = SK_ANIMATION_SHAKE_HEAD;
|
||||
this->animIndex = SK_ANIMATION_SHAKE_HEAD;
|
||||
break;
|
||||
}
|
||||
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1642,7 +1642,7 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
|
||||
switch (this->animationId) {
|
||||
switch (this->animIndex) {
|
||||
case SK_ANIMATION_LOOK_AROUND:
|
||||
case SK_ANIMATION_CURSE_START:
|
||||
case SK_ANIMATION_LAUGH_START:
|
||||
|
|
@ -1666,34 +1666,34 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
case SK_ANIMATION_ASHAMED_START:
|
||||
case SK_ANIMATION_LOOK_LEFT_START:
|
||||
case SK_ANIMATION_SNIFF:
|
||||
this->animationId++;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
this->animIndex++;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
break;
|
||||
|
||||
case SK_ANIMATION_LOWER_MASK:
|
||||
this->animationId = SK_ANIMATION_IDLE;
|
||||
this->animIndex = SK_ANIMATION_IDLE;
|
||||
this->maskType = SK_MASK_TYPE_NORMAL;
|
||||
this->handType = SK_HAND_TYPE_DEFAULT;
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animationId], 0);
|
||||
DmStk_ChangeAnimation(this, play, &this->skelAnime, &sAnimations[this->animIndex], 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (((this->animationId == SK_ANIMATION_RAISE_MASK_START) && (this->skelAnime.curFrame >= 16.0f)) ||
|
||||
(this->animationId == SK_ANIMATION_RAISE_MASK_LOOP) || (this->animationId == SK_ANIMATION_LOWER_MASK)) {
|
||||
if (((this->animIndex == SK_ANIMATION_RAISE_MASK_START) && (this->skelAnime.curFrame >= 16.0f)) ||
|
||||
(this->animIndex == SK_ANIMATION_RAISE_MASK_LOOP) || (this->animIndex == SK_ANIMATION_LOWER_MASK)) {
|
||||
this->maskType = SK_MASK_TYPE_RAISED;
|
||||
this->handType = SK_HAND_TYPE_HOLDING_MAJORAS_MASK;
|
||||
} else if (((this->animationId >= SK_ANIMATION_HUDDLE_WITH_FAIRIES) && (this->animationId <= SK_ANIMATION_DRAW)) ||
|
||||
((this->animationId >= SK_ANIMATION_PLAY_FLUTE) && (this->animationId <= SK_ANIMATION_CARTWHEEL)) ||
|
||||
} else if (((this->animIndex >= SK_ANIMATION_HUDDLE_WITH_FAIRIES) && (this->animIndex <= SK_ANIMATION_DRAW)) ||
|
||||
((this->animIndex >= SK_ANIMATION_PLAY_FLUTE) && (this->animIndex <= SK_ANIMATION_CARTWHEEL)) ||
|
||||
((play->sceneNum == SCENE_00KEIKOKU) && (gSaveContext.sceneSetupIndex == 7))) {
|
||||
this->maskType = SK_MASK_TYPE_NO_MASK;
|
||||
if ((this->animationId == SK_ANIMATION_HOLD_UP_MASK_START) ||
|
||||
(this->animationId == SK_ANIMATION_HOLD_UP_MASK_LOOP)) {
|
||||
if ((this->animIndex == SK_ANIMATION_HOLD_UP_MASK_START) ||
|
||||
(this->animIndex == SK_ANIMATION_HOLD_UP_MASK_LOOP)) {
|
||||
this->handType = SK_HAND_TYPE_HOLDING_MAJORAS_MASK_AND_FLUTE;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->animationId == SK_ANIMATION_DROPPED_FROM_MASK) {
|
||||
if (this->animIndex == SK_ANIMATION_DROPPED_FROM_MASK) {
|
||||
this->maskType = SK_MASK_TYPE_NO_MASK;
|
||||
}
|
||||
}
|
||||
|
|
@ -1745,7 +1745,7 @@ void DmStk_ClockTower_Idle(DmStk* this, PlayState* play) {
|
|||
DmStk_ClockTower_AdjustHeightAndRotation(this, play);
|
||||
this->actor.flags |= ACTOR_FLAG_1;
|
||||
|
||||
if (this->animationId == SK_ANIMATION_CALL_DOWN_MOON_LOOP) {
|
||||
if (this->animIndex == SK_ANIMATION_CALL_DOWN_MOON_LOOP) {
|
||||
this->actor.targetArrowOffset = 3100.0f;
|
||||
} else {
|
||||
this->actor.targetArrowOffset = 200.0f;
|
||||
|
|
@ -1762,7 +1762,7 @@ void DmStk_Update(Actor* thisx, PlayState* play) {
|
|||
DmStk* this = THIS;
|
||||
|
||||
if (DM_STK_GET_TYPE(&this->actor) != DM_STK_TYPE_MAJORAS_MASK) {
|
||||
if (this->animationId == SK_ANIMATION_CALL_DOWN_MOON_LOOP) {
|
||||
if (this->animIndex == SK_ANIMATION_CALL_DOWN_MOON_LOOP) {
|
||||
Actor_SetFocus(&this->actor, 40.0f);
|
||||
} else {
|
||||
Actor_SetFocus(&this->actor, 6.0f);
|
||||
|
|
@ -1770,7 +1770,7 @@ void DmStk_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
DmStk_LoadObjectForAnimation(this, play);
|
||||
|
||||
if (this->animationId != SK_ANIMATION_LIE_FLAT) {
|
||||
if (this->animIndex != SK_ANIMATION_LIE_FLAT) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
}
|
||||
|
||||
|
|
@ -1874,8 +1874,8 @@ void DmStk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
|
|||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
if ((this->animationId == SK_ANIMATION_LOOK_LEFT_LOOP) || (this->animationId == SK_ANIMATION_LAUGH_LOOP) ||
|
||||
(this->animationId == SK_ANIMATION_LAUGH_AFTER_SNIFF)) {
|
||||
if ((this->animIndex == SK_ANIMATION_LOOK_LEFT_LOOP) || (this->animIndex == SK_ANIMATION_LAUGH_LOOP) ||
|
||||
(this->animIndex == SK_ANIMATION_LAUGH_AFTER_SNIFF)) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSkullKidLaughingHeadDL);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSkullKidLaughingEyesDL);
|
||||
} else {
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ typedef struct DmStk {
|
|||
/* 0x20C */ Vec3s morphTable[SKULL_KID_LIMB_MAX]; // Not used, since it's allocated dynamically instead.
|
||||
/* 0x290 */ DmStkActionFunc actionFunc;
|
||||
/* 0x294 */ ColliderCylinder collider;
|
||||
/* 0x2E0 */ s16 animationId;
|
||||
/* 0x2E0 */ s16 animIndex;
|
||||
/* 0x2E4 */ s32 alpha;
|
||||
/* 0x2E8 */ u32 fogR;
|
||||
/* 0x2EC */ u32 fogG;
|
||||
|
|
|
|||
|
|
@ -11547,16 +11547,16 @@
|
|||
0x80AA90F4:("func_80AA90F4",),
|
||||
0x80AA9140:("DmChar01_Update",),
|
||||
0x80AA922C:("DmChar01_Draw",),
|
||||
0x80AAAE30:("DmChar02_ChangeAnimationByInfo",),
|
||||
0x80AAAECC:("func_80AAAECC",),
|
||||
0x80AAAF2C:("func_80AAAF2C",),
|
||||
0x80AAAE30:("DmChar02_ChangeAnimation",),
|
||||
0x80AAAECC:("DmChar02_PlaySfxForDroppingOcarinaCutscene",),
|
||||
0x80AAAF2C:("DmChar02_PlaySfxForCutscenes",),
|
||||
0x80AAAF78:("DmChar02_Init",),
|
||||
0x80AAB03C:("DmChar02_Destroy",),
|
||||
0x80AAB04C:("func_80AAB04C",),
|
||||
0x80AAB04C:("DmChar02_PerformCutsceneActions",),
|
||||
0x80AAB19C:("DmChar02_Update",),
|
||||
0x80AAB23C:("func_80AAB23C",),
|
||||
0x80AAB258:("func_80AAB258",),
|
||||
0x80AAB270:("func_80AAB270",),
|
||||
0x80AAB23C:("DmChar02_OverrideLimbDraw",),
|
||||
0x80AAB258:("DmChar02_PostLimbDraw",),
|
||||
0x80AAB270:("DmChar02_TransformLimbDraw",),
|
||||
0x80AAB284:("DmChar02_Draw",),
|
||||
0x80AAB4A0:("func_80AAB4A0",),
|
||||
0x80AAB53C:("DmChar03_Init",),
|
||||
|
|
|
|||
Loading…
Reference in New Issue