Fix unintended replacements from when animation was renamed to chr_do_animation
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@ -1018,7 +1018,7 @@ s32 path29[] = {
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* @unused
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*/
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u8 func0401_do_some_animation[] = {
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// Do some chr_do_animation
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// Do some animation
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restart_timer
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chr_do_animation(0x0066, 0, 1, 0x04, 0x10, CHR_SELF, 2)
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@ -1877,7 +1877,7 @@ u8 func040a_tech2[] = {
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// @bug: Duplicate label. I suspect the goto first 0x21 below is
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// supposed to go here. The only possible side effect is the tech may
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// restart his chr_do_animation repeatedly.
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// restart his animation repeatedly.
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label(0x21)
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yield
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if_sound_finished(CHANNEL_7, /*goto*/ 0x20)
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@ -1171,7 +1171,7 @@ u8 func0404_elvis[] = {
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call_rng
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if_rand_gt(128, /*goto*/ 0x31)
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// 50% chance of doing look around chr_do_animation
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// 50% chance of doing look around animation
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call_rng
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if_rand_lt(64, /*goto*/ 0x99)
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if_rand_lt(128, /*goto*/ 0x9a)
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@ -2485,7 +2485,7 @@ u8 func0415_elvis_at_start[] = {
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call_rng
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if_rand_gt(128, /*goto*/ 0x07)
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// 50% chance of doing an idle chr_do_animation
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// 50% chance of doing an idle animation
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call_rng
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if_rand_lt(64, /*goto*/ 0x44)
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if_rand_lt(128, /*goto*/ 0x45)
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@ -578,7 +578,7 @@ u8 func041e_colleague[] = {
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chr_do_animation(0x0227, 0, -1, 0x14, 0x00, CHR_SELF, 2)
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reloop(0x04)
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// Player not in sight - 2 in 255 chance of doing a bored chr_do_animation
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// Player not in sight - 2 in 255 chance of doing a bored animation
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label(0x7f)
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call_rng
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if_rand_gt(1, /*goto*/ 0x06)
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@ -1838,7 +1838,7 @@ u8 func0404_sniper[] = {
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label(0x10)
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// 4 in 255 chance of looking around,
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// and the chr_do_animation used is random too.
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// and the animation used is random too.
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call_rng
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if_rand_gt(3, /*goto*/ 0x0b)
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call_rng
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@ -872,11 +872,11 @@ u8 func0c01_outro[] = {
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set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000)
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chr_do_animation(0x01a3, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
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#define show_object_with_animation(object, chr_do_animation) \
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#define show_object_with_animation(object, animation) \
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show_object(object) \
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set_object_flag2(object, OBJFLAG2_04000000) \
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set_object_flag3(object, OBJFLAG3_00000010) \
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object_do_animation(chr_do_animation, object, 0x04ff, 0xff)
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object_do_animation(animation, object, 0x04ff, 0xff)
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@ -41,7 +41,7 @@ struct path paths[] = {
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/**
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* Some kind of camera movement test? When you press a button it jumps forward
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* to the next camera chr_do_animation rather than ending the cutscene.
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* to the next camera animation rather than ending the cutscene.
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*/
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u8 func0c00_017c[] = {
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set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN)
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@ -478,11 +478,11 @@ s32 path13[] = {
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-1,
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};
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#define chicago_car_do_animation(object, chr_do_animation) \
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#define chicago_car_do_animation(object, animation) \
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show_object(object) \
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set_object_flag2(object, OBJFLAG2_04000000) \
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set_object_flag3(object, OBJFLAG3_00000010) \
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object_do_animation(chr_do_animation, object, 0x04ff, 0xff)
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object_do_animation(animation, object, 0x04ff, 0xff)
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@ -1639,7 +1639,7 @@ u8 func0413_bugspotter[] = {
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set_stage_flag(STAGEFLAG_TRACERBUG_SPOTTED)
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message(CHR_BOND, 0x3243) // "Tracer Bug has been spotted."
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// Wait for talking chr_do_animation to finish
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// Wait for talking animation to finish
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beginloop(0x05)
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if_stage_flag_eq(STAGEFLAG_LIMO_READY_TO_LEAVE, TRUE, /*goto*/ LABEL_RUN_AWAY)
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if_stage_flag_eq(STAGEFLAG_TAXI_READY_TO_CRASH, TRUE, /*goto*/ LABEL_RUN_AWAY)
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@ -1804,7 +1804,7 @@ u8 func041d_fbi[] = {
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label(0x03)
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if_num_times_shot_lt(1, /*goto*/ 0x19)
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// Shot - wait for chr_do_animation to finish
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// Shot - wait for animation to finish
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beginloop(0x05)
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if_chr_stopped(/*goto*/ 0x04)
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endloop(0x05)
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@ -3069,7 +3069,7 @@ u8 func1020_elevator_doors[] = {
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};
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/**
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* Guard at top stairs: Turn off special death chr_do_animation if he's moved away from
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* Guard at top stairs: Turn off special death animation if he's moved away from
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* his pad or if Jo has climbed the staircase.
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*/
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u8 func1021_check_topstairs_guy[] = {
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@ -1469,7 +1469,7 @@ u8 func0404_president_running[] = {
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if_chr_stopped(/*goto*/ 0x55)
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endloop(0x56)
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// Not injured, or injury chr_do_animation finished
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// Not injured, or injury animation finished
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label(0x55)
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stop_chr
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restart_timer
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@ -3056,7 +3056,7 @@ u8 func1017_msg_skedararmy[] = {
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endloop(0x04)
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label(0x2d)
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speak(CHR_P1P2, 0x4220, 0x73e2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended chr_do_animation!"
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speak(CHR_P1P2, 0x4220, 0x73e2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended animation!"
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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@ -1350,7 +1350,7 @@ u8 func0411_cass_in_office[] = {
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label(0x2c)
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try_aim_and_shoot_thing2(0x0200, 0x0000, /*goto*/ 0x82)
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// Wait until shooting chr_do_animation finished
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// Wait until shooting animation finished
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beginloop(0x82)
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if_chr_stopped(/*goto*/ 0x06)
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endloop(0x82)
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@ -1380,7 +1380,7 @@ u8 func0413_cass_running[] = {
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if_just_injured(CHR_SELF, /*goto*/ 0xb5)
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goto_next(0xb1)
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// Shot/hurt - wait until chr_do_animation finished
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// Shot/hurt - wait until animation finished
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beginloop(0xb5)
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if_chr_stopped(/*goto*/ 0xb1)
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endloop(0xb5)
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@ -2120,7 +2120,7 @@ u8 func1011_shuttle_animation[] = {
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label(0x09)
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restart_timer
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// Some kind of chr_do_animation on repeat
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// Some kind of animation on repeat
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beginloop(0x08)
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object_do_animation(0x0489, OBJ_SHUTTLE1, 0x08ff, -1)
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endloop(0x08)
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@ -111,8 +111,8 @@ u8 func0006_unalerted[] = {
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label(0x14)
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set_chr_hiddenflag(CHR_TARGET, CHRHFLAG_04000000)
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// Stop chr, either immediately or by waiting for their chr_do_animation to end.
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// I think the chr_do_animation is their injured chr_do_animation.
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// Stop chr, either immediately or by waiting for their animation to end.
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// I think the animation is their injured animation.
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label(0x13)
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set_chr_hiddenflag(CHR_TARGET, CHRHFLAG_02000000)
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if_chr_idle(/*goto*/ 0x13)
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@ -760,7 +760,7 @@ u8 func0006_unalerted[] = {
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label(0x13)
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set_ailist(CHR_SELF, GAILIST_WAKEUP)
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// Wait until chr finished chr_do_animation, then become alert.
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// Wait until chr finished animation, then become alert.
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// Used when standing up from sitting.
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label(0x0c)
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dprint 'G','O','T',' ','W','A','T','\n',0,
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@ -789,7 +789,7 @@ u8 func0008_wakeup[] = {
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set_returnlist(CHR_SELF, GAILIST_INIT_PSYCHOSIS)
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set_ailist(CHR_SELF, GAILIST_INIT_PSYCHOSIS)
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// Unset special death chr_do_animation if no longer idle
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// Unset special death animation if no longer idle
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label(0x16)
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if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13)
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set_chr_special_death_animation(CHR_SELF, 0)
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@ -828,7 +828,7 @@ u8 func0008_wakeup[] = {
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label(0x16)
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object_do_animation(0x027b, 0xff, 0x02ff, 0xff)
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// Wait for stand up chr_do_animation to finish
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// Wait for stand up animation to finish
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label(0x0c)
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dprint 'G','O','T',' ','W','A','T','\n',0,
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yield
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@ -861,7 +861,7 @@ u8 func0007_alerted[] = {
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set_returnlist(CHR_SELF, GAILIST_INIT_PSYCHOSIS)
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set_ailist(CHR_SELF, GAILIST_INIT_PSYCHOSIS)
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// If doing idle chr_do_animation, turn off special death chr_do_animation
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// If doing idle animation, turn off special death animation
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label(0x16)
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if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13)
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set_chr_special_death_animation(CHR_SELF, 0)
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@ -925,7 +925,7 @@ u8 func0007_alerted[] = {
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dprint 'C','H','E','C','K','I','N','J','U','R','Y','\n',0,
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// Say an injury quip if we haven't already, then wait up to 3 seconds for
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// the chr to have finished their injury chr_do_animation
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// the chr to have finished their injury animation
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beginloop(0x1d)
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if_self_flag_bankx_eq(CHRFLAG0_SAID_INJURY_QUIP, TRUE, BANK_0, /*goto*/ 0x16)
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if_num_times_shot_lt(1, /*goto*/ 0x16)
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@ -2807,7 +2807,7 @@ u8 func000b_choose_target_chr[] = {
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u8 func000d_init_combat[] = {
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set_shotlist(GAILIST_COMBAT_WITH_TARGET)
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// If not idle, turn off special death chr_do_animation
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// If not idle, turn off special death animation
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if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13)
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set_chr_special_death_animation(CHR_SELF, 0)
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@ -3670,7 +3670,7 @@ u8 func001e_look_around[] = {
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chr_do_animation(ANIM_LOOK_AROUND_025D, 0, 183, 0x18, 0x10, CHR_SELF, 2)
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goto_next(0x16)
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// @bug: Shows grab crotch chr_do_animation when wanting to look around instead.
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// @bug: Shows grab crotch animation when wanting to look around instead.
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// Probably a copy/paste error from previous function.
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label(0x13)
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if_rand_gt(200, /*goto*/ 0x13)
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@ -4225,7 +4225,7 @@ u8 func001b_observe_camspy[] = {
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label(0x16)
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try_aim_and_shoot_thing2(0x0200, 0x0000, /*goto*/ 0xc3)
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// Wait until shooting chr_do_animation done
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// Wait until shooting animation done
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beginloop(0xc3)
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if_chr_stopped(/*goto*/ 0x16)
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endloop(0xc3)
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@ -5155,7 +5155,7 @@ u8 func0026_init_psychosis[] = {
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yield
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chr_do_animation(ANIM_BIG_SNEEZE, -1, -1, 0x10, 0x14, CHR_SELF, 2)
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// Wait for chr_do_animation to finish
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// Wait for animation to finish
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beginloop(0x03)
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if_chr_stopped(/*goto*/ 0x16)
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endloop(0x03)
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File diff suppressed because it is too large
Load Diff
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@ -262,7 +262,7 @@
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#define CHRFLAG1_00000004 0x00000004 // Globals - If set, avoids cmd0184
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#define CHRFLAG1_00000008 0x00000008 // Only used in WAR. If set, chr waits 2 seconds before attacking while defending
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#define CHRFLAG1_00000010 0x00000010 // Globals - If set, avoids cmd0184
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#define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload chr_do_animation
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#define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload animation
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#define CHRFLAG1_CAN_SNIPE 0x00000040
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#define CHRFLAG1_00000080 0x00000080 // Not used in scripts
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#define CHRFLAG1_DOINGIDLEANIMATION 0x00000100
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@ -332,7 +332,7 @@
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#define CHRCFLAG_INVINCIBLE_TO_GUNFIRE 0x00000010
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#define CHRCFLAG_00000020 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR
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#define CHRCFLAG_00000040 0x00000040 // Used quite a lot
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#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle chr_do_animation
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#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation
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#define CHRCFLAG_JUST_INJURED 0x00000100
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#define CHRCFLAG_00000200 0x00000200 // Set on clones
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#define CHRCFLAG_HIDDEN 0x00000400
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@ -38,8 +38,8 @@
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0x09000000 | unk1, \
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0,
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#define gunscript_playanimation(chr_do_animation, direction, speed) \
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0x0a000000 | chr_do_animation, \
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#define gunscript_playanimation(animation, direction, speed) \
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0x0a000000 | animation, \
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(direction << 16) | speed,
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#define gunscript_setsoundspeed(keyframe, speed) \
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