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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Make names related to animations more consistent (#998)
* Make names related to animations more consistent * Standardize on sAnimationInfo * Respond to hensldm's review * Standardize on ChangeAnim * Respond to hensldm's review * Small formatting thing * Consistency after merging master * A few more things I missed * Respond to Elliptic's review * Some more stuff that was requested
This commit is contained in:
+2
-2
@@ -757,7 +757,7 @@ s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*text
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void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3);
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void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animation, s32 index);
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void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex);
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void Actor_Noop(Actor* actor, PlayState* play);
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void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
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@@ -2219,7 +2219,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve
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s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation);
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s16 Animation_GetLength2(LegacyAnimationHeader* animation);
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s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(PlayState* play);
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void AnimationContext_DisableQueue(PlayState* play);
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+2
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@@ -104,7 +104,7 @@ Path* SubS_GetAdditionalPath(struct PlayState* play, u8 pathIndex, s32 max);
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Actor* SubS_FindNearestActor(Actor* actor, struct PlayState* play, u8 actorCategory, s16 actorId);
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s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animations, s32 index);
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s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animationInfo, s32 animIndex);
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s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex);
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@@ -151,7 +151,7 @@ s32 SubS_ActorPathing_MoveWithGravity(struct PlayState* play, ActorPathing* acto
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s32 SubS_ActorPathing_MoveWithoutGravityReverse(struct PlayState* play, ActorPathing* actorPath);
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s32 SubS_ActorPathing_SetNextPoint(struct PlayState* play, ActorPathing* actorPath);
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void SubS_ChangeAnimationBySpeedInfo(SkelAnime* skelAnime, AnimationSpeedInfo* animations, s32 nextIndex, s32* curIndex);
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void SubS_ChangeAnimationBySpeedInfo(SkelAnime* skelAnime, AnimationSpeedInfo* animationInfo, s32 nextAnimIndex, s32* curAnimIndex);
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s32 SubS_StartActorCutscene(Actor* actor, s16 nextCutscene, s16 curCutscene, s32 type);
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s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes);
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+22
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@@ -10,28 +10,28 @@ struct EnHy;
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//! TODO: Better animaion enum names when animations are documented
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typedef enum {
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/* 0 */ ENHY_ANIMATION_AOB_0,
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/* 1 */ ENHY_ANIMATION_BOJ_1,
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/* 2 */ ENHY_ANIMATION_BOJ_2,
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/* 3 */ ENHY_ANIMATION_BOJ_3,
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/* 4 */ ENHY_ANIMATION_BOJ_4,
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/* 5 */ ENHY_ANIMATION_BOJ_5,
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/* 6 */ ENHY_ANIMATION_BBA_6,
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/* 7 */ ENHY_ANIMATION_BJI_7,
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/* 8 */ ENHY_ANIMATION_BJI_8,
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/* 9 */ ENHY_ANIMATION_BJI_9,
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/* 10 */ ENHY_ANIMATION_BOJ_10,
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/* 11 */ ENHY_ANIMATION_OS_ANIME_11,
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/* 12 */ ENHY_ANIMATION_BOJ_12,
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/* 13 */ ENHY_ANIMATION_BOJ_13,
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/* 14 */ ENHY_ANIMATION_BOJ_14,
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/* 15 */ ENHY_ANIMATION_BOJ_15,
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/* 16 */ ENHY_ANIMATION_BOJ_16,
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/* 17 */ ENHY_ANIMATION_BOJ_17,
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/* 18 */ ENHY_ANIMATION_BOJ_18,
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/* 19 */ ENHY_ANIMATION_BOJ_19,
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/* 20 */ ENHY_ANIMATION_BOJ_20,
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/* 21 */ ENHY_ANIMATION_MAX
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/* 0 */ ENHY_ANIM_AOB_0,
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/* 1 */ ENHY_ANIM_BOJ_1,
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/* 2 */ ENHY_ANIM_BOJ_2,
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/* 3 */ ENHY_ANIM_BOJ_3,
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/* 4 */ ENHY_ANIM_BOJ_4,
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/* 5 */ ENHY_ANIM_BOJ_5,
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/* 6 */ ENHY_ANIM_BBA_6,
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/* 7 */ ENHY_ANIM_BJI_7,
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/* 8 */ ENHY_ANIM_BJI_8,
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/* 9 */ ENHY_ANIM_BJI_9,
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/* 10 */ ENHY_ANIM_BOJ_10,
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/* 11 */ ENHY_ANIM_OS_ANIME_11,
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/* 12 */ ENHY_ANIM_BOJ_12,
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/* 13 */ ENHY_ANIM_BOJ_13,
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/* 14 */ ENHY_ANIM_BOJ_14,
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/* 15 */ ENHY_ANIM_BOJ_15,
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/* 16 */ ENHY_ANIM_BOJ_16,
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/* 17 */ ENHY_ANIM_BOJ_17,
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/* 18 */ ENHY_ANIM_BOJ_18,
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/* 19 */ ENHY_ANIM_BOJ_19,
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/* 20 */ ENHY_ANIM_BOJ_20,
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/* 21 */ ENHY_ANIM_MAX
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} EnHyAnimation;
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typedef void (*EnHyActionFunc)(struct EnHy*, PlayState*);
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