mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Fix Various Player Anim Checks (#89)
* Fix Player Anim Checks * strcmp everything * missed a couple * use macro * update comment
This commit is contained in:
@@ -113,6 +113,8 @@
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// Compute 0x0E segment value as compile time constant for 32bit and 64bit
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#define D_0E000000_TO_SEGMENTED(member) ((0x0E000000 + offsetof(GfxMasterList, member)) | 1)
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#define D_0F000000_TO_SEGMENTED (0x0F000000 | 1)
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// Used to compare animations. The statically linked global animations can end up with different pointer addresses if an animation gets set from one file and then compared against the static animation in another
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#define BEN_ANIM_EQUAL(anim1, anim2) ((anim1 == NULL) ? ((anim2 == NULL) ? true : false) : ((anim2 == NULL) ? false : strcmp(anim1, anim2) == 0))
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// #endregion
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#endif // MACROS_H
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+48
-48
@@ -2164,8 +2164,8 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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if (player->transformation == PLAYER_FORM_DEKU) {
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EnArrow* bubble = NULL;
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if (((player->skelAnime.animation == &gPlayerAnim_pn_drinkend)) ||
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(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
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if (((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend))) ||
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(BEN_ANIM_EQUAL(player->skelAnimeUpper.animation, gPlayerAnim_pn_tamahaki)) ||
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((player->stateFlags3 & PLAYER_STATE3_40) && ((bubble = (EnArrow*)player->heldActor) != NULL))) {
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Matrix_TranslateRotateZYX(pos, rot);
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func_80125340();
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@@ -2178,7 +2178,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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player->unk_AF0[0].y = 1.0f - (bubble->bubble.unk_144 * 0.01f);
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player->unk_AF0[0].z = 1.0f - (bubble->bubble.unk_144 * 0.04f);
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rot->z = bubble->bubble.unk_144 * 320.0f;
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} else if (player->skelAnime.animation == &gPlayerAnim_pn_drinkend) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend)) {
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func_80124618(D_801C03E0, player->skelAnime.curFrame, player->unk_AF0);
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} else {
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func_80124618(D_801C03C0, player->skelAnimeUpper.curFrame, player->unk_AF0);
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@@ -2188,9 +2188,9 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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}
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}
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} else if (limbIndex == PLAYER_LIMB_TORSO) {
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if ((player->skelAnime.animation == &gPlayerAnim_pg_gakkistart) ||
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(player->skelAnime.animation == &gPlayerAnim_pg_wait) ||
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(player->skelAnime.animation == &gPlayerAnim_pg_punchC) ||
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if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkistart)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_wait)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchC)) ||
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(player->transformation == PLAYER_FORM_ZORA)) {
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Matrix_TranslateRotateZYX(pos, rot);
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if (player->transformation == PLAYER_FORM_GORON) {
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@@ -2199,13 +2199,13 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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func_80125318(pos, rot);
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if ((player->transformation != PLAYER_FORM_ZORA) ||
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(player->skelAnime.animation == &gPlayerAnim_pz_wait)) {
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_wait))) {
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struct_80124618* phi_a0 =
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(player->skelAnime.animation == &gPlayerAnim_pz_wait)
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_wait))
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? D_801C0608
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: ((player->skelAnime.animation == &gPlayerAnim_pg_wait)
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: ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_wait))
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? D_801C0628
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: ((player->skelAnime.animation == &gPlayerAnim_pg_punchC) ? D_801C07C0
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: ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchC)) ? D_801C07C0
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: D_801C0460));
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func_80124618(phi_a0, player->skelAnime.curFrame, player->unk_AF0);
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@@ -2298,7 +2298,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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*dList = leftHandDLists[sPlayerLod];
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if (player->transformation == PLAYER_FORM_GORON) {
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if (player->skelAnime.animation == &gPlayerAnim_pg_punchA) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchA)) {
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func_80125CE0(player, D_801C0750, pos, rot);
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}
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} else if (player->transformation == PLAYER_FORM_ZORA) {
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@@ -2306,10 +2306,10 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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func_801242B4(player)) {
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*dList = gLinkZoraLeftHandOpenDL;
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} else {
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s32 phi_a1 = (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) &&
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s32 phi_a1 = (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkistart)) &&
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(player->skelAnime.curFrame >= 6.0f);
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if (phi_a1 || (player->skelAnime.animation == &gPlayerAnim_pz_gakkiplay)) {
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if (phi_a1 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkiplay))) {
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*dList = object_link_zora_DL_00E2A0;
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func_80125CE0(player, phi_a1 ? D_801C0538 : D_801C0560, pos, rot);
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}
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@@ -2348,7 +2348,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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}
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*dList = rightHandDLists[sPlayerLod];
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if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchB)) {
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func_80125CE0(player, D_801C0784, pos, rot);
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}
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}
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@@ -2757,19 +2757,19 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
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OPEN_DISPS(play->state.gfxCtx);
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if ((player->skelAnime.animation != &gPlayerAnim_pz_gakkiplay) &&
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(player->skelAnime.animation != &gPlayerAnim_pz_fishswim)) {
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if (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) {
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if ((!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkiplay)) &&
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(!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_fishswim))) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkistart)) {
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func_80124618(D_801C0580, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_waterroll)) {
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func_80124618(D_801C05A8, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_swimtowait)) {
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func_80124618(D_801C05D8, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_bladeon) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_bladeon)) {
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func_80124618(D_801C07F0, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpAT) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_jumpAT)) {
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func_80124618(D_801C0820, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpATend) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_jumpATend)) {
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func_80124618(D_801C0838, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->heldItemAction == PLAYER_IA_ZORA_FINS) {
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player->unk_AF0[0].x = 1.0f;
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@@ -2797,15 +2797,15 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
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Matrix_Pop();
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}
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if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_waterroll)) {
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func_80124618(D_801C05C8, player->skelAnime.curFrame, player->unk_AF0);
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D_801C05F0[0].unk_2.x = 50;
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D_801C05F0[0].unk_2.y = 50;
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D_801C05F0[0].unk_2.z = 50;
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D_801C05F0[1].unk_2 = D_801C05F0[0].unk_2;
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_swimtowait)) {
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func_80124618(D_801C05F0, player->skelAnime.curFrame, player->unk_AF0);
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} else if (player->skelAnime.animation == &gPlayerAnim_pz_fishswim) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_fishswim)) {
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player->unk_AF0[0].x = (ABS_ALT(player->unk_B8A) * 0.00003f) + 0.5f;
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player->unk_AF0[0].y = player->unk_AF0[0].x;
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player->unk_AF0[0].z = player->unk_AF0[0].x;
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@@ -2843,19 +2843,19 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
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s32 func_801271B0(PlayState* play, Player* player, s32 arg2) {
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if (player->transformation == PLAYER_FORM_DEKU) {
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if (((player->skelAnime.animation == &gPlayerAnim_pn_kakku)) ||
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(player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) ||
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(player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) ||
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(player->skelAnime.animation == &gPlayerAnim_pn_batabata)) {
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if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakku)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakkufinish)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_batabata))) {
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struct_80124618** sp3C = D_801C0AF4;
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OPEN_DISPS(play->state.gfxCtx);
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if (player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakkufinish)) {
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sp3C = D_801C0AFC;
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} else if (player->skelAnime.animation == &gPlayerAnim_pn_batabata) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_batabata)) {
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sp3C = D_801C0B0C;
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} else if (player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) {
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sp3C = D_801C0B04;
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}
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@@ -3332,11 +3332,11 @@ void Player_DrawGreatFairysMask(PlayState* play, Player* player) {
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}
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s32 func_80128640(PlayState* play, Player* player, Gfx* dlist) {
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s32 temp_v1 = player->skelAnime.animation == &gPlayerAnim_cl_maskoff;
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s32 temp_v1 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_maskoff);
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f32 temp_f0;
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if (temp_v1 ||
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((player->currentMask != PLAYER_MASK_NONE) && (player->skelAnime.animation == &gPlayerAnim_cl_setmask) &&
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((player->currentMask != PLAYER_MASK_NONE) && (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) &&
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(temp_f0 = player->skelAnime.curFrame - 8.0f, (temp_f0 >= 0.0f)) && (temp_f0 < 4.0f)) ||
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(player->stateFlags2 & PLAYER_STATE2_1000000)) {
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s32 mask;
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@@ -3450,7 +3450,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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Math_Vec3f_Copy(&player->leftHandWorld.pos, sPlayerCurBodyPartPos);
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if ((*dList1 != NULL) && !func_801271B0(play, player, 0) && !func_80128640(play, player, *dList1) &&
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(player->skelAnime.animation == &gPlayerAnim_pg_punchA)) {
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchA))) {
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func_80127488(play, player, D_801C0778[(s32)player->skelAnime.curFrame]);
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}
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@@ -3551,7 +3551,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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Matrix_Pop();
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CLOSE_DISPS(play->state.gfxCtx);
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} else if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) {
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} else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchB)) {
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func_80127488(play, player, D_801C07AC[(s32)player->skelAnime.curFrame]);
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} else {
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func_801271B0(play, player, 1);
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@@ -3621,10 +3621,10 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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func_80126BD0(play, player, 1);
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} else if (limbIndex == PLAYER_LIMB_TORSO) {
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if (player->transformation == PLAYER_FORM_GORON) {
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s32 temp_a0 = player->skelAnime.animation == &gPlayerAnim_pg_gakkistart;
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s32 temp_v1_3 = player->skelAnime.animation == &gPlayerAnim_pg_gakkiwait;
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s32 temp_a0 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkistart);
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s32 temp_v1_3 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkiwait);
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if ((temp_a0 || temp_v1_3 || (player->skelAnime.animation == &gPlayerAnim_pg_gakkiplay))) {
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if ((temp_a0 || temp_v1_3 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkiplay)))) {
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static Gfx* D_801C0DF0[] = {
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object_link_goron_DL_010590, object_link_goron_DL_010368, object_link_goron_DL_010140,
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object_link_goron_DL_00FF18, object_link_goron_DL_00FCF0,
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@@ -3678,7 +3678,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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//! FAKE
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if (((*dList1 != NULL) && ((((void)0, player->currentMask)) != (((void)0, PLAYER_MASK_NONE)))) &&
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(((player->transformation == PLAYER_FORM_HUMAN) &&
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((player->skelAnime.animation != &gPlayerAnim_cl_setmask) || (player->skelAnime.curFrame >= 12.0f))) ||
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((!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) || (player->skelAnime.curFrame >= 12.0f))) ||
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((((player->transformation != PLAYER_FORM_HUMAN) && (player->currentMask >= PLAYER_MASK_FIERCE_DEITY)) &&
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((player->transformation + PLAYER_MASK_FIERCE_DEITY) != player->currentMask)) &&
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(player->skelAnime.curFrame >= 10.0f)))) {
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@@ -3716,9 +3716,9 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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Matrix_Pop();
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if (((player->skelAnime.animation == &gPlayerAnim_cl_setmask) &&
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if (((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) &&
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(player->skelAnime.curFrame >= 51.0f)) ||
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(player->skelAnime.animation == &gPlayerAnim_cl_setmaskend)) {
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmaskend))) {
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maskMinusOne += 4;
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}
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}
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@@ -3728,7 +3728,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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CLOSE_DISPS(play->state.gfxCtx);
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}
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} else if (player->transformation == PLAYER_FORM_DEKU) {
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if (player->skelAnime.animation == &gPlayerAnim_pn_gurd) {
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if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gurd)) {
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OPEN_DISPS(play->state.gfxCtx);
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func_80124618(D_801C0410, player->skelAnime.curFrame, player->unk_AF0);
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@@ -3744,10 +3744,10 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
|
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CLOSE_DISPS(play->state.gfxCtx);
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} else {
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s32 temp_v1_5 = player->skelAnime.animation == &gPlayerAnim_pn_gakkistart;
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s32 temp_v1_5 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gakkistart);
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if (temp_v1_5 || (player->skelAnime.animation == &gPlayerAnim_pn_gakkiplay) ||
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(player->skelAnime.animation == &gPlayerAnim_dl_kokeru)) {
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if (temp_v1_5 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gakkiplay)) ||
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(BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_dl_kokeru))) {
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static Gfx* D_801C0E2C[] = {
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object_link_nuts_DL_007A28, object_link_nuts_DL_0077D0, object_link_nuts_DL_007548,
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object_link_nuts_DL_007900, object_link_nuts_DL_0076A0,
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@@ -3856,8 +3856,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
|
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Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos);
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Matrix_MultVec3f(&D_801C0E94, sPlayerCurBodyPartPos);
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if ((player->skelAnime.animation == &gPlayerAnim_pn_drinkend) ||
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(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
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if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend)) ||
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(BEN_ANIM_EQUAL(player->skelAnimeUpper.animation, gPlayerAnim_pn_tamahaki)) ||
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((player->stateFlags3 & PLAYER_STATE3_40) && ((spA8 = player->heldActor) != NULL))) {
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if (spA8 != NULL) {
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static Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f };
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@@ -2675,12 +2675,12 @@ s32 func_8082ED94(Player* this) {
|
||||
PlayerAnimationHeader** entry;
|
||||
s32 i;
|
||||
|
||||
if ((this->skelAnime.animation != &gPlayerAnim_link_normal_newroll_jump_end_20f) &&
|
||||
(this->skelAnime.animation != &gPlayerAnim_link_normal_newside_jump_end_20f)) {
|
||||
if ((this->skelAnime.animation != func_8082ED20(this)) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_cl_msbowait)) {
|
||||
if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newroll_jump_end_20f) &&
|
||||
!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newside_jump_end_20f)) {
|
||||
if (!BEN_ANIM_EQUAL(this->skelAnime.animation, func_8082ED20(this)) ||
|
||||
BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait)) {
|
||||
for (i = 0, entry = &sPlayerIdleAnimations[0][0]; i < ARRAY_COUNT_2D(sPlayerIdleAnimations); i++) {
|
||||
if (this->skelAnime.animation == *entry) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, *entry)) {
|
||||
return i + 1;
|
||||
}
|
||||
entry++;
|
||||
@@ -2881,7 +2881,7 @@ void Player_InitItemActionWithAnim(PlayState* play, Player* this, PlayerItemActi
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_8 | PLAYER_STATE1_1000000);
|
||||
|
||||
for (animGroup = 0; animGroup < PLAYER_ANIMGROUP_MAX; animGroup++) {
|
||||
if (curAnim == **iter) {
|
||||
if (BEN_ANIM_EQUAL(curAnim, **iter)) {
|
||||
break;
|
||||
}
|
||||
iter++;
|
||||
@@ -6773,8 +6773,8 @@ void func_80837134(PlayState* play, Player* this) {
|
||||
if (this->transformation == PLAYER_FORM_DEKU) {
|
||||
s32 var_v1 = false;
|
||||
|
||||
if ((this->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_pn_kakkufinish)) {
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_kakkufinish))) {
|
||||
func_80836C70(play, this, PLAYER_BODYPART_LEFT_HAND);
|
||||
func_80836C70(play, this, PLAYER_BODYPART_RIGHT_HAND);
|
||||
var_v1 = true;
|
||||
@@ -6795,7 +6795,7 @@ void func_80837134(PlayState* play, Player* this) {
|
||||
} else {
|
||||
anim = D_8085C2A4[this->av1.actionVar1].unk_4;
|
||||
}
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_link_normal_run_jump) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_run_jump)) {
|
||||
anim = &gPlayerAnim_link_normal_run_jump_end;
|
||||
} else if (func_80123420(this)) {
|
||||
anim = &gPlayerAnim_link_anchor_landingR;
|
||||
@@ -7605,8 +7605,8 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
|
||||
}
|
||||
Player_SetAction_PreserveItemAction(play, this, Player_Action_63, 0);
|
||||
if ((this->skelAnime.playSpeed < 0.0f) ||
|
||||
((this->skelAnime.animation != D_8085D17C[this->transformation]) &&
|
||||
(this->skelAnime.animation != D_8085D190[this->transformation]))) {
|
||||
((!BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation])) &&
|
||||
(!BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D190[this->transformation])))) {
|
||||
func_8082DB90(play, this, D_8085D17C[this->transformation]);
|
||||
}
|
||||
this->stateFlags2 |= PLAYER_STATE2_8000000;
|
||||
@@ -8040,7 +8040,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) {
|
||||
: &gPlayerAnim_clink_normal_defense_ALL;
|
||||
}
|
||||
|
||||
if (anim != this->skelAnime.animation) {
|
||||
if (!BEN_ANIM_EQUAL(anim, this->skelAnime.animation)) {
|
||||
if (func_80123420(this)) {
|
||||
this->unk_B3C = 1.0f;
|
||||
} else {
|
||||
@@ -9686,9 +9686,9 @@ void Player_ChooseIdleAnim(PlayState* play, Player* this) {
|
||||
}
|
||||
|
||||
endFrame = Animation_GetLastFrame(anim);
|
||||
if ((this->skelAnime.animation == anim) || (this->skelAnime.animation == &gPlayerAnim_pz_attackAend) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_pz_attackBend) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_pz_attackCend)) {
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, anim)) || (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackAend)) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackBend)) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackCend))) {
|
||||
morphFrames = 0.0f;
|
||||
} else {
|
||||
morphFrames = -6.0f;
|
||||
@@ -13126,7 +13126,7 @@ s32 func_80848094(PlayState* play, Player* this, f32* arg2, s16* arg3) {
|
||||
}
|
||||
}
|
||||
|
||||
if (anim != this->skelAnime.animation) {
|
||||
if (!BEN_ANIM_EQUAL(anim, this->skelAnime.animation)) {
|
||||
func_8082E634(play, this, anim);
|
||||
return true;
|
||||
}
|
||||
@@ -13410,7 +13410,7 @@ s32 Player_UpperAction_7(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if ((this->unk_ACE == 0) && (func_8082ED94(this) == 0) &&
|
||||
(this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk)) {
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_bow_side_walk))) {
|
||||
PlayerAnimation_PlayOnce(play, &this->skelAnimeUpper, D_8085D5E4[index]);
|
||||
this->unk_ACE = -1;
|
||||
} else if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) {
|
||||
@@ -13551,7 +13551,7 @@ s32 Player_UpperAction_12(Player* this, PlayState* play) {
|
||||
Player_SetUpperAction(play, this, Player_UpperAction_13);
|
||||
PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, &gPlayerAnim_pz_cutterwaitanim);
|
||||
}
|
||||
if (this->skelAnimeUpper.animation == &gPlayerAnim_pz_cutterwaitanim) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnimeUpper.animation, gPlayerAnim_pz_cutterwaitanim)) {
|
||||
func_80831010(this, play);
|
||||
}
|
||||
return true;
|
||||
@@ -13873,8 +13873,8 @@ void Player_Action_4(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (animFinished ||
|
||||
((this->currentMask == PLAYER_MASK_SCENTS) && (this->skelAnime.animation != &gPlayerAnim_cl_msbowait)) ||
|
||||
((this->currentMask != PLAYER_MASK_SCENTS) && (this->skelAnime.animation == &gPlayerAnim_cl_msbowait))) {
|
||||
((this->currentMask == PLAYER_MASK_SCENTS) && (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait))) ||
|
||||
((this->currentMask != PLAYER_MASK_SCENTS) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait)))) {
|
||||
if (this->av2.actionVar2 != 0) {
|
||||
if (DECR(this->av2.actionVar2) == 0) {
|
||||
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
|
||||
@@ -13914,7 +13914,7 @@ void Player_Action_4(Player* this, PlayState* play) {
|
||||
} else {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, 0x4B0);
|
||||
this->currentYaw = this->actor.shape.rot.y;
|
||||
if (func_8082ED20(this) == this->skelAnime.animation) {
|
||||
if (BEN_ANIM_EQUAL(func_8082ED20(this), this->skelAnime.animation)) {
|
||||
func_8083C6E8(this, play);
|
||||
}
|
||||
}
|
||||
@@ -13935,7 +13935,7 @@ void Player_Action_5(Player* this, PlayState* play) {
|
||||
PlayerAnimation_SetUpdateFunction(&this->skelAnime);
|
||||
|
||||
this->skelAnime.animation = func_8082EFE4(this);
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_bow_side_walk)) {
|
||||
var_fv0 = 24.0f;
|
||||
var_fv1 = -(MREG(95) / 100.0f);
|
||||
} else {
|
||||
@@ -14340,7 +14340,7 @@ void Player_Action_16(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void Player_Action_17(Player* this, PlayState* play) {
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_backspace)) {
|
||||
if (PlayerAnimation_Update(play, &this->skelAnime)) {
|
||||
func_8082E794(this);
|
||||
func_8082E438(play, this, D_8085BE84[PLAYER_ANIMGROUP_31][this->modelAnimType]);
|
||||
@@ -14617,9 +14617,9 @@ void Player_Action_24(Player* this, PlayState* play) {
|
||||
if (this == GET_PLAYER(play)) {
|
||||
func_80840770(play, this);
|
||||
}
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_link_derth_rebirth) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_derth_rebirth)) {
|
||||
Player_PlayAnimSfx(this, D_8085D60C);
|
||||
} else if ((this->skelAnime.animation == &gPlayerAnim_link_normal_electric_shock_end) &&
|
||||
} else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_electric_shock_end)) &&
|
||||
PlayerAnimation_OnFrame(&this->skelAnime, 88.0f)) {
|
||||
Player_AnimSfx_PlayFloor(this, NA_SE_PL_BOUND);
|
||||
}
|
||||
@@ -14654,7 +14654,7 @@ void Player_Action_25(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
PlayerAnimation_Update(play, &this->skelAnime);
|
||||
if ((this->skelAnime.animation == &gPlayerAnim_link_normal_newroll_jump_20f) &&
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newroll_jump_20f)) &&
|
||||
PlayerAnimation_OnFrame(&this->skelAnime, 4.0f)) {
|
||||
Player_PlaySfx(this, NA_SE_PL_ROLL);
|
||||
}
|
||||
@@ -14665,7 +14665,7 @@ void Player_Action_25(Player* this, PlayState* play) {
|
||||
func_808378FC(play, this);
|
||||
func_8083CBC4(this, speedTarget * 0.5f, yawTarget, 2.0f, 0.2f, 0.1f, 0x190);
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_pn_attack) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_attack)) {
|
||||
this->stateFlags2 |= (PLAYER_STATE2_20 | PLAYER_STATE2_40);
|
||||
|
||||
this->unk_B10[0] += -800.0f;
|
||||
@@ -15045,7 +15045,7 @@ void Player_Action_33(Player* this, PlayState* play) {
|
||||
this->stateFlags2 |= PLAYER_STATE2_20;
|
||||
animFinished = PlayerAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_250jump_start) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_250jump_start)) {
|
||||
this->linearVelocity = 1.0f;
|
||||
if (PlayerAnimation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
f32 speed = this->yDistToLedge;
|
||||
@@ -15078,14 +15078,14 @@ void Player_Action_33(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
frame = 0.0f;
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_swimer_swim_15step_up) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_swimer_swim_15step_up)) {
|
||||
if (PlayerAnimation_OnFrame(&this->skelAnime, 30.0f)) {
|
||||
func_8083B32C(play, this, 10.0f);
|
||||
}
|
||||
frame = 50.0f;
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_link_normal_150step_up) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_150step_up)) {
|
||||
frame = 30.0f;
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_link_normal_100step_up) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_100step_up)) {
|
||||
frame = 16.0f;
|
||||
}
|
||||
|
||||
@@ -15094,7 +15094,7 @@ void Player_Action_33(Player* this, PlayState* play) {
|
||||
Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_CLIMB_END);
|
||||
}
|
||||
|
||||
if ((this->skelAnime.animation == &gPlayerAnim_link_normal_100step_up) || (this->skelAnime.curFrame > 5.0f)) {
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_100step_up)) || (this->skelAnime.curFrame > 5.0f)) {
|
||||
if (this->av2.actionVar2 == 0) {
|
||||
Player_AnimSfx_PlayFloorJump(this);
|
||||
this->av2.actionVar2 = 1;
|
||||
@@ -15561,7 +15561,7 @@ void Player_Action_44(Player* this, PlayState* play) {
|
||||
AnimationContext_SetCopyFalse(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
|
||||
this->skelAnimeUpper.jointTable, sPlayerUpperBodyLimbCopyMap);
|
||||
} else if (!(this->stateFlags1 & PLAYER_STATE1_800) &&
|
||||
(this->skelAnime.animation == &gPlayerAnim_link_normal_talk_free_wait)) {
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_talk_free_wait))) {
|
||||
s32 temp_v0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
|
||||
|
||||
if (ABS_ALT(temp_v0) > 0xFA0) {
|
||||
@@ -15710,7 +15710,7 @@ void Player_Action_48(Player* this, PlayState* play) {
|
||||
} else if (this->av1.actionVar1 == 0) {
|
||||
f32 frame;
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_fall) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_fall)) {
|
||||
frame = 11.0f;
|
||||
} else {
|
||||
frame = 1.0f;
|
||||
@@ -15718,7 +15718,7 @@ void Player_Action_48(Player* this, PlayState* play) {
|
||||
|
||||
if (PlayerAnimation_OnFrame(&this->skelAnime, frame)) {
|
||||
Player_AnimSfx_PlayFloor(this, NA_SE_PL_WALK_GROUND);
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_fall) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_fall)) {
|
||||
this->av1.actionVar1 = 1;
|
||||
} else {
|
||||
this->av1.actionVar1 = -1;
|
||||
@@ -16089,7 +16089,7 @@ void Player_Action_52(Player* this, PlayState* play) {
|
||||
Player_AnimationPlayOnce(play, this, &gPlayerAnim_link_uma_wait_3);
|
||||
} else if (PlayerAnimation_Update(play, &this->skelAnime)) {
|
||||
this->av2.actionVar2 = 0x63;
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_link_uma_wait_1) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_uma_wait_1)) {
|
||||
Player_PlayAnimSfx(this, D_8085D6E8);
|
||||
}
|
||||
} else {
|
||||
@@ -16123,7 +16123,7 @@ void Player_Action_52(Player* this, PlayState* play) {
|
||||
this->av1.actionVar1 = 0;
|
||||
}
|
||||
|
||||
if (this->skelAnimeUpper.animation == &gPlayerAnim_link_uma_stop_muti) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnimeUpper.animation, gPlayerAnim_link_uma_stop_muti)) {
|
||||
if (PlayerAnimation_OnFrame(&this->skelAnimeUpper, 23.0f)) {
|
||||
Player_PlaySfx(this, NA_SE_IT_LASH);
|
||||
Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_LASH);
|
||||
@@ -16751,7 +16751,7 @@ void func_80851F18(PlayState* play, Player* this) {
|
||||
// Goron playing the drums?
|
||||
void func_808521E0(PlayState* play, Player* this) {
|
||||
if (func_80851C40(play, this)) {
|
||||
if (this->skelAnime.animation != &gPlayerAnim_pg_gakkiplay) {
|
||||
if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pg_gakkiplay)) {
|
||||
func_8082DB60(play, this, &gPlayerAnim_pg_gakkiplay);
|
||||
}
|
||||
|
||||
@@ -16856,7 +16856,7 @@ void func_808525C4(PlayState* play, Player* this) {
|
||||
|
||||
void Player_Action_63(Player* this, PlayState* play) {
|
||||
if ((this->unk_AA5 != PLAYER_UNKAA5_4) && ((PlayerAnimation_Update(play, &this->skelAnime) &&
|
||||
(this->skelAnime.animation == D_8085D17C[this->transformation])) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation]))) ||
|
||||
((this->skelAnime.mode == 0) && (this->av2.actionVar2 == 0)))) {
|
||||
func_808525C4(play, this);
|
||||
if (!(this->actor.flags & ACTOR_FLAG_20000000) || (this->unk_A90->id == ACTOR_EN_ZOT)) {
|
||||
@@ -17030,7 +17030,7 @@ void Player_Action_65(Player* this, PlayState* play) {
|
||||
func_80833B18(play, this, 3, 0.0f, 0.0f, 0, 20);
|
||||
}
|
||||
} else {
|
||||
if (this->skelAnime.animation == &gPlayerAnim_link_normal_box_kick) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_box_kick)) {
|
||||
func_8082DB90(play, this,
|
||||
(this->transformation == PLAYER_FORM_DEKU) ? &gPlayerAnim_pn_getB
|
||||
: &gPlayerAnim_link_demo_get_itemB);
|
||||
@@ -17055,11 +17055,11 @@ void Player_Action_65(Player* this, PlayState* play) {
|
||||
Player_PlayAnimSfx(this, D_8085D74C);
|
||||
}
|
||||
} else {
|
||||
if ((this->skelAnime.animation == &gPlayerAnim_link_demo_get_itemB) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_pn_getB)) {
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_demo_get_itemB)) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_getB))) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y, BINANG_ADD(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)), 0x8000),
|
||||
0xFA0);
|
||||
} else if ((this->skelAnime.animation == &gPlayerAnim_pn_getA) &&
|
||||
} else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_getA)) &&
|
||||
PlayerAnimation_OnFrame(&this->skelAnime, 10.0f)) {
|
||||
Player_AnimSfx_PlayFloorLand(this);
|
||||
}
|
||||
@@ -17576,7 +17576,7 @@ void Player_Action_77(Player* this, PlayState* play) {
|
||||
this->stateFlags2 |= PLAYER_STATE2_4000;
|
||||
} else {
|
||||
PlayerAnimation_Update(play, &this->skelAnime);
|
||||
if ((this->skelAnime.animation == &gPlayerAnim_link_derth_rebirth) &&
|
||||
if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_derth_rebirth)) &&
|
||||
PlayerAnimation_OnFrame(&this->skelAnime, 60.0f)) {
|
||||
Player_AnimSfx_PlayFloor(this, NA_SE_PL_BOUND);
|
||||
Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
@@ -17964,10 +17964,10 @@ AnimSfxEntry D_8085D904[] = {
|
||||
};
|
||||
|
||||
void func_80855218(PlayState* play, Player* this, struct_8085D910** arg2) {
|
||||
if (PlayerAnimation_Update(play, &this->skelAnime) && (this->skelAnime.animation == &gPlayerAnim_cl_setmask)) {
|
||||
if (PlayerAnimation_Update(play, &this->skelAnime) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask))) {
|
||||
func_8082DB60(play, this, &gPlayerAnim_cl_setmaskend);
|
||||
} else if ((this->skelAnime.animation == &gPlayerAnim_cl_setmask) ||
|
||||
(this->skelAnime.animation == &gPlayerAnim_cl_setmaskend)) {
|
||||
} else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask)) ||
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmaskend))) {
|
||||
if (this->av1.actionVar1 >= 58) {
|
||||
Math_StepToS(&this->av2.actionVar2, 255, 50);
|
||||
}
|
||||
@@ -17984,7 +17984,7 @@ void func_80855218(PlayState* play, Player* this, struct_8085D910** arg2) {
|
||||
Math_StepToF(&this->unk_B10[3], -0.1f, 0.1f);
|
||||
}
|
||||
|
||||
if ((R_PLAY_FILL_SCREEN_ON == 0) && (this->skelAnime.animation == &gPlayerAnim_cl_setmask)) {
|
||||
if ((R_PLAY_FILL_SCREEN_ON == 0) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask))) {
|
||||
Player_PlayAnimSfx(this, D_8085D8F0);
|
||||
}
|
||||
} else {
|
||||
@@ -18247,7 +18247,7 @@ void Player_Action_92(Player* this, PlayState* play) {
|
||||
this->stateFlags2 &= ~PLAYER_STATE2_400;
|
||||
this->actor.bgCheckFlags |= BGCHECKFLAG_GROUND;
|
||||
this->stateFlags3 |= PLAYER_STATE3_10000;
|
||||
} else if ((this->skelAnime.animation != &gPlayerAnim_link_hook_fly_start) || (this->skelAnime.curFrame >= 4.0f)) {
|
||||
} else if ((!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_hook_fly_start)) || (this->skelAnime.curFrame >= 4.0f)) {
|
||||
this->actor.gravity = 0.0f;
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x, 0x800);
|
||||
Player_RequestRumble(play, this, 100, 2, 100, SQ(0));
|
||||
@@ -18573,7 +18573,7 @@ void Player_Action_94(Player* this, PlayState* play) {
|
||||
|
||||
if ((this->av2.actionVar2 != 0) && (temp_fv1 > 300.0f)) {
|
||||
sp76 = 0x1770;
|
||||
if (this->skelAnime.animation != &gPlayerAnim_pn_kakku) {
|
||||
if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_kakku)) {
|
||||
func_8082E5EC(play, this, &gPlayerAnim_pn_kakkufinish);
|
||||
} else if (PlayerAnimation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
s32 i;
|
||||
@@ -18594,7 +18594,7 @@ void Player_Action_94(Player* this, PlayState* play) {
|
||||
} else {
|
||||
sp76 = 0x1770 - (s32)((300.0f - temp_fv1) * 10.0f);
|
||||
|
||||
if (this->skelAnime.animation != &gPlayerAnim_pn_batabata) {
|
||||
if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_batabata)) {
|
||||
func_8082E55C(play, this, &gPlayerAnim_pn_batabata);
|
||||
} else if (PlayerAnimation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Player_PlaySfx(this, NA_SE_PL_DEKUNUTS_STRUGGLE);
|
||||
@@ -18703,7 +18703,7 @@ void Player_Action_95(Player* this, PlayState* play) {
|
||||
if (Math_StepToF(&this->unk_B10[1], 0.0f, this->unk_B10[0])) {
|
||||
this->actor.shape.rot.y = this->currentYaw;
|
||||
func_8083B2E4(this, play);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_pn_attack) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_attack)) {
|
||||
this->stateFlags3 |= PLAYER_STATE3_100000;
|
||||
|
||||
if (this->unk_B10[1] < 0.0f) {
|
||||
@@ -19307,7 +19307,7 @@ void Player_CsAnim_11(PlayState* play, Player* this, void* cue) {
|
||||
}
|
||||
|
||||
void func_80858FE8(Player* this) {
|
||||
if (this->skelAnime.animation == &gPlayerAnim_lost_horse_wait) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_lost_horse_wait)) {
|
||||
Player_AnimSfx_PlayFloor(this, NA_SE_PL_SLIP_LEVEL - SFX_FLAG);
|
||||
Player_PlaySfx(this, NA_SE_VO_LK_DRAGGED_DAMAGE - SFX_FLAG);
|
||||
}
|
||||
@@ -19410,17 +19410,17 @@ void Player_CsAnim_12(PlayState* play, Player* this, void* anim) {
|
||||
this->av2.actionVar2 = 1;
|
||||
}
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_okiagaru_tatu) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_okiagaru_tatu)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA08);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_lost_horse) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_lost_horse)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA14);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_sirimochi) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_sirimochi)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA38);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_alink_somukeru) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_alink_somukeru)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA7C);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_al_fuwafuwa) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_al_fuwafuwa)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA84);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_cl_umanoru) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_umanoru)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA90);
|
||||
} else {
|
||||
func_80858FE8(this);
|
||||
@@ -20120,7 +20120,7 @@ void Player_CsAction_29(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
|
||||
void Player_CsAction_30(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
if ((PlayerAnimation_Update(play, &this->skelAnime)) &&
|
||||
(this->skelAnime.animation == D_8085D17C[this->transformation])) {
|
||||
(BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation]))) {
|
||||
func_808525C4(play, this);
|
||||
return;
|
||||
}
|
||||
@@ -20139,9 +20139,9 @@ void Player_CsAction_32(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
func_8082EB18(play, this, &gPlayerAnim_cl_umamiage_loop);
|
||||
}
|
||||
|
||||
if (this->skelAnime.animation == &gPlayerAnim_cl_nigeru) {
|
||||
if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_nigeru)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA48);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_alink_rakkatyu) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_alink_rakkatyu)) {
|
||||
Actor_PlaySfx_FlaggedCentered1(&this->actor, NA_SE_PL_FLYING_AIR - SFX_FLAG);
|
||||
} else {
|
||||
func_80858FE8(this);
|
||||
@@ -20151,9 +20151,9 @@ void Player_CsAction_32(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
void Player_CsAction_33(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
if (PlayerAnimation_Update(play, &this->skelAnime)) {
|
||||
Player_CsAction_16(play, this, cue);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_al_fuwafuwa_modori) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_al_fuwafuwa_modori)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA88);
|
||||
} else if (this->skelAnime.animation == &gPlayerAnim_cl_jibun_miru) {
|
||||
} else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_jibun_miru)) {
|
||||
Player_PlayAnimSfx(this, D_8085DA8C);
|
||||
}
|
||||
}
|
||||
@@ -20576,7 +20576,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) {
|
||||
: &gPlayerAnim_link_normal_talk_free);
|
||||
}
|
||||
|
||||
if (player->skelAnime.animation == &gPlayerAnim_link_normal_backspace) {
|
||||
if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_link_normal_backspace)) {
|
||||
func_8082E920(play, player, ANIM_FLAG_1 | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE);
|
||||
}
|
||||
func_8082DAD4(player);
|
||||
|
||||
Reference in New Issue
Block a user