Identify and populate anim struct from XBLA debug data
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@ -19403,8 +19403,8 @@ void func0f02e9a0(struct chrdata *chr, f32 arg1)
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fsleep = arg1;
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if (chr->unk020->unk20->unk74 != 1.0f) {
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fsleep *= 1.0f / chr->unk020->unk20->unk74;
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if (chr->unk020->anim->playspeed != 1.0f) {
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fsleep *= 1.0f / chr->unk020->anim->playspeed;
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}
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if (fsleep > limit) {
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@ -95,13 +95,13 @@ void chraiExecute(void *entity, s32 proptype)
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// Check if the ailist should be switched to a different one
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if (g_Vars.chrdata && (g_Vars.chrdata->chrflags & CHRCFLAG_00200000)) {
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u32 anim = func0001d13c(g_Vars.chrdata->unk020);
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u32 animnum = func0001d13c(g_Vars.chrdata->unk020);
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if (g_Vars.chrdata->aishotlist >= 0
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&& g_Vars.chrdata->cshield <= 0
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&& (0 <= g_Vars.chrdata->damage || g_Vars.chrdata->gunprop != NULL)
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&& anim != ANIM_SNIPING_0269
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&& anim != ANIM_SNIPING_026B
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&& anim != ANIM_SNIPING_026A) {
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&& animnum != ANIM_SNIPING_0269
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&& animnum != ANIM_SNIPING_026B
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&& animnum != ANIM_SNIPING_026A) {
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// Set shot list
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g_Vars.chrdata->chrflags &= ~CHRCFLAG_00200000;
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g_Vars.ailist = ailistFindById(g_Vars.chrdata->aishotlist);
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@ -77,37 +77,48 @@ struct pad {
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/*0x52*/ s16 unk52;
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};
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struct chr020_20 {
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/*0x00*/ u32 unk00;
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struct anim {
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/*0x00*/ u16 animnum;
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/*0x02*/ u16 animnum2;
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/*0x04*/ u32 unk04;
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/*0x08*/ u32 unk08;
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/*0x0c*/ u32 unk0c;
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/*0x10*/ u32 unk10;
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/*0x14*/ u32 unk14;
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/*0x18*/ u32 unk18;
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/*0x1c*/ u32 unk1c;
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/*0x20*/ u32 unk20;
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/*0x24*/ u32 unk24;
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/*0x28*/ u32 unk28;
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/*0x2c*/ u32 unk2c;
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/*0x30*/ u32 unk30;
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/*0x34*/ u32 unk34;
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/*0x38*/ u32 unk38;
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/*0x3c*/ u32 unk3c;
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/*0x40*/ u32 unk40;
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/*0x44*/ u32 unk44;
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/*0x48*/ u32 unk48;
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/*0x4c*/ u32 unk4c;
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/*0x50*/ u32 unk50;
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/*0x54*/ u32 unk54;
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/*0x58*/ u32 unk58;
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/*0x5c*/ u32 unk5c;
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/*0x60*/ u32 unk60;
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/*0x64*/ u32 unk64;
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/*0x08*/ u8 flip;
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/*0x09*/ u8 flip2;
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/*0x0a*/ u8 looping;
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/*0x0b*/ u8 average;
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/*0x0c*/ u32 frame;
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/*0x10*/ u32 frac;
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/*0x14*/ u16 framea;
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/*0x16*/ u16 frameb;
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/*0x18*/ u32 endrame;
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/*0x1c*/ u32 speed;
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/*0x20*/ u32 newspeed;
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/*0x24*/ u32 oldspeed;
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/*0x28*/ u32 timespeed;
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/*0x2c*/ u32 elapsespeed;
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/*0x30*/ u32 frame2;
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/*0x34*/ u32 frac2;
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/*0x38*/ u16 frame2a;
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/*0x3a*/ u16 frame2b;
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/*0x3c*/ u32 endframe2;
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/*0x40*/ u32 speed2;
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/*0x44*/ u32 newspeed2;
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/*0x48*/ u32 oldspeed2;
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/*0x4c*/ u32 timespeed2;
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/*0x50*/ u32 elapsespeed2;
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/*0x54*/ u32 fracmerge;
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/*0x58*/ u32 timemerge;
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/*0x5c*/ u32 elapsemerge;
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/*0x60*/ u32 loopframe;
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/*0x64*/ u32 loopmerge;
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/*0x68*/ u32 unk68;
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/*0x6c*/ u32 unk6c;
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/*0x70*/ u32 unk70;
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/*0x74*/ f32 unk74;
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/*0x74*/ f32 playspeed;
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/*0x78*/ u32 newplay;
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/*0x7c*/ u32 oldplay;
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/*0x80*/ u32 timeplay;
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/*0x84*/ u32 elapseplay;
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/*0x88*/ u32 animscale;
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};
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struct chr020 {
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@ -119,7 +130,7 @@ struct chr020 {
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/*0x14*/ u32 unk14;
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/*0x18*/ u32 unk18;
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/*0x1c*/ u32 unk1c;
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/*0x20*/ struct chr020_20 *unk20;
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/*0x20*/ struct anim *anim;
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};
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struct chr2d4 {
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