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:
Tom Overton
2022-08-15 14:51:38 -04:00
committed by GitHub
parent 132dd6a373
commit 78684187fe
134 changed files with 2115 additions and 2100 deletions
+2 -2
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@@ -757,7 +757,7 @@ s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*text
void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3);
void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animation, s32 index);
void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex);
void Actor_Noop(Actor* actor, PlayState* play);
void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
@@ -2219,7 +2219,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve
s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation);
s16 Animation_GetLength2(LegacyAnimationHeader* animation);
s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_SetNextQueue(PlayState* play);
void AnimationContext_DisableQueue(PlayState* play);
+2 -2
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@@ -104,7 +104,7 @@ Path* SubS_GetAdditionalPath(struct PlayState* play, u8 pathIndex, s32 max);
Actor* SubS_FindNearestActor(Actor* actor, struct PlayState* play, u8 actorCategory, s16 actorId);
s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animations, s32 index);
s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animationInfo, s32 animIndex);
s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex);
@@ -151,7 +151,7 @@ s32 SubS_ActorPathing_MoveWithGravity(struct PlayState* play, ActorPathing* acto
s32 SubS_ActorPathing_MoveWithoutGravityReverse(struct PlayState* play, ActorPathing* actorPath);
s32 SubS_ActorPathing_SetNextPoint(struct PlayState* play, ActorPathing* actorPath);
void SubS_ChangeAnimationBySpeedInfo(SkelAnime* skelAnime, AnimationSpeedInfo* animations, s32 nextIndex, s32* curIndex);
void SubS_ChangeAnimationBySpeedInfo(SkelAnime* skelAnime, AnimationSpeedInfo* animationInfo, s32 nextAnimIndex, s32* curAnimIndex);
s32 SubS_StartActorCutscene(Actor* actor, s16 nextCutscene, s16 curCutscene, s32 type);
s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes);
+22 -22
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@@ -10,28 +10,28 @@ struct EnHy;
//! TODO: Better animaion enum names when animations are documented
typedef enum {
/* 0 */ ENHY_ANIMATION_AOB_0,
/* 1 */ ENHY_ANIMATION_BOJ_1,
/* 2 */ ENHY_ANIMATION_BOJ_2,
/* 3 */ ENHY_ANIMATION_BOJ_3,
/* 4 */ ENHY_ANIMATION_BOJ_4,
/* 5 */ ENHY_ANIMATION_BOJ_5,
/* 6 */ ENHY_ANIMATION_BBA_6,
/* 7 */ ENHY_ANIMATION_BJI_7,
/* 8 */ ENHY_ANIMATION_BJI_8,
/* 9 */ ENHY_ANIMATION_BJI_9,
/* 10 */ ENHY_ANIMATION_BOJ_10,
/* 11 */ ENHY_ANIMATION_OS_ANIME_11,
/* 12 */ ENHY_ANIMATION_BOJ_12,
/* 13 */ ENHY_ANIMATION_BOJ_13,
/* 14 */ ENHY_ANIMATION_BOJ_14,
/* 15 */ ENHY_ANIMATION_BOJ_15,
/* 16 */ ENHY_ANIMATION_BOJ_16,
/* 17 */ ENHY_ANIMATION_BOJ_17,
/* 18 */ ENHY_ANIMATION_BOJ_18,
/* 19 */ ENHY_ANIMATION_BOJ_19,
/* 20 */ ENHY_ANIMATION_BOJ_20,
/* 21 */ ENHY_ANIMATION_MAX
/* 0 */ ENHY_ANIM_AOB_0,
/* 1 */ ENHY_ANIM_BOJ_1,
/* 2 */ ENHY_ANIM_BOJ_2,
/* 3 */ ENHY_ANIM_BOJ_3,
/* 4 */ ENHY_ANIM_BOJ_4,
/* 5 */ ENHY_ANIM_BOJ_5,
/* 6 */ ENHY_ANIM_BBA_6,
/* 7 */ ENHY_ANIM_BJI_7,
/* 8 */ ENHY_ANIM_BJI_8,
/* 9 */ ENHY_ANIM_BJI_9,
/* 10 */ ENHY_ANIM_BOJ_10,
/* 11 */ ENHY_ANIM_OS_ANIME_11,
/* 12 */ ENHY_ANIM_BOJ_12,
/* 13 */ ENHY_ANIM_BOJ_13,
/* 14 */ ENHY_ANIM_BOJ_14,
/* 15 */ ENHY_ANIM_BOJ_15,
/* 16 */ ENHY_ANIM_BOJ_16,
/* 17 */ ENHY_ANIM_BOJ_17,
/* 18 */ ENHY_ANIM_BOJ_18,
/* 19 */ ENHY_ANIM_BOJ_19,
/* 20 */ ENHY_ANIM_BOJ_20,
/* 21 */ ENHY_ANIM_MAX
} EnHyAnimation;
typedef void (*EnHyActionFunc)(struct EnHy*, PlayState*);