PO_COMPOSER -> POE_COMPOSER, tweak animation names

This commit is contained in:
Thar0
2023-10-05 18:06:00 +01:00
parent 7ed2f17185
commit 974c9a6aad
3 changed files with 92 additions and 91 deletions
+19 -18
View File
@@ -1,21 +1,22 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="assets/objects/gameplay_keep/"/>
<!-- Assets for the composer brothers Flat and Sharp -->
<File Name="object_po_composer" Segment="6">
<!-- Animations -->
<Animation Name="gPoeComposerAttackAnim" Offset="0x20C" />
<Animation Name="gPoeComposerRaiseArmsAnim" Offset="0x570" />
<Animation Name="gPoeComposerBeginPlayingAnim" Offset="0xA58" />
<Animation Name="gPoeComposerPlayingAnim" Offset="0x1420" />
<Animation Name="gPoeComposerBeginPlayAnim" Offset="0xA58" />
<Animation Name="gPoeComposerPlayAnim" Offset="0x1420" />
<Animation Name="gPoeComposerFleeAnim" Offset="0x15B8" />
<Animation Name="gPoeComposerIdleAnim" Offset="0x188C" />
<Animation Name="gPoeComposerArmsRaisedAnim" Offset="0x1F44" />
<Animation Name="gPoeComposerLowerArmsAnim" Offset="0x23E8" />
<Animation Name="gPoeComposerIdleLookingDownAnim" Offset="0x2AE0" />
<Animation Name="gPoeComposerBeginRollingAnim" Offset="0x3024" />
<Animation Name="gPoeComposerRollingAnim" Offset="0x334C" />
<Animation Name="gPoeComposerLookingDownAnim" Offset="0x2AE0" />
<Animation Name="gPoeComposerBeginRollAnim" Offset="0x3024" />
<Animation Name="gPoeComposerRollAnim" Offset="0x334C" />
<Animation Name="gPoeComposerAppearDisappearAnim" Offset="0x3954" />
<Animation Name="gPoeComposerIdleStillAnim" Offset="0x3DB0" />
<Animation Name="gPoeComposerStillAnim" Offset="0x3DB0" />
<!-- Texture -->
<Texture Name="gPoeComposerSoulTex" OutName="composer_soul" Format="i8" Width="32" Height="64" Offset="0x3DC0" />
@@ -45,19 +46,19 @@
<Texture Name="object_po_composer_Tex_009680" OutName="tex_009680" Format="rgba16" Width="16" Height="16" Offset="0x9680" />
<!-- Limbs -->
<Limb Name="gPoeComposerUpperBodyLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_UPPER_BODY" Offset="0x9880" />
<Limb Name="gPoeComposerLeftShoulderLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_LEFT_SHOULDER" Offset="0x988C" />
<Limb Name="gPoeComposerLeftArmLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_LEFT_ARM" Offset="0x9898" />
<Limb Name="gPoeComposerLeftHandLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_LEFT_HAND" Offset="0x98A4" />
<Limb Name="gPoeComposerConductorBatonLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_CONDUCTOR_BATON" Offset="0x98B0" />
<Limb Name="gPoeComposerRightShoulderLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_RIGHT_SHOULDER" Offset="0x98BC" />
<Limb Name="gPoeComposerRightArmLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_RIGHT_ARM" Offset="0x98C8" />
<Limb Name="gPoeComposerRightHandLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_RIGHT_HAND" Offset="0x98D4" />
<Limb Name="gPoeComposerLanternLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_LANTERN" Offset="0x98E0" />
<Limb Name="gPoeComposerHeadLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_HEAD" Offset="0x98EC" />
<Limb Name="gPoeComposerLowerBodyLimb" Type="Standard" EnumName="PO_COMPOSER_LIMB_LOWER_BODY" Offset="0x98F8" />
<Limb Name="gPoeComposerUpperBodyLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_UPPER_BODY" Offset="0x9880" />
<Limb Name="gPoeComposerLeftShoulderLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_LEFT_SHOULDER" Offset="0x988C" />
<Limb Name="gPoeComposerLeftArmLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_LEFT_ARM" Offset="0x9898" />
<Limb Name="gPoeComposerLeftHandLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_LEFT_HAND" Offset="0x98A4" />
<Limb Name="gPoeComposerConductorBatonLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_CONDUCTOR_BATON" Offset="0x98B0" />
<Limb Name="gPoeComposerRightShoulderLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_RIGHT_SHOULDER" Offset="0x98BC" />
<Limb Name="gPoeComposerRightArmLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_RIGHT_ARM" Offset="0x98C8" />
<Limb Name="gPoeComposerRightHandLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_RIGHT_HAND" Offset="0x98D4" />
<Limb Name="gPoeComposerLanternLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_LANTERN" Offset="0x98E0" />
<Limb Name="gPoeComposerHeadLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_HEAD" Offset="0x98EC" />
<Limb Name="gPoeComposerLowerBodyLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_LOWER_BODY" Offset="0x98F8" />
<!-- Skeleton -->
<Skeleton Name="gPoeComposerSkel" Type="Flex" LimbType="Standard" LimbNone="PO_COMPOSER_LIMB_NONE" LimbMax="PO_COMPOSER_LIMB_MAX" EnumName="PoComposerLimb" Offset="0x9930" />
<Skeleton Name="gPoeComposerSkel" Type="Flex" LimbType="Standard" LimbNone="POE_COMPOSER_LIMB_NONE" LimbMax="POE_COMPOSER_LIMB_MAX" EnumName="PoComposerLimb" Offset="0x9930" />
</File>
</Root>
@@ -74,7 +74,7 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
BUMP_NONE,
OCELEM_ON,
},
{ PO_COMPOSER_LIMB_LANTERN, { { 0, -1500, 0 }, 10 }, 100 },
{ POE_COMPOSER_LIMB_LANTERN, { { 0, -1500, 0 }, 10 }, 100 },
},
};
@@ -129,34 +129,34 @@ static DamageTable sDamageTable = {
};
typedef enum {
/* 0 */ PO_COMPOSER_ANIM_IDLE_STILL,
/* 1 */ PO_COMPOSER_ANIM_APPEAR_DISAPPEAR,
/* 2 */ PO_COMPOSER_ANIM_IDLE,
/* 3 */ PO_COMPOSER_ANIM_RAISE_ARMS,
/* 4 */ PO_COMPOSER_ANIM_ARMS_RAISED,
/* 5 */ PO_COMPOSER_ANIM_LOWER_ARMS,
/* 6 */ PO_COMPOSER_ANIM_IDLE_FACING_DOWN,
/* 7 */ PO_COMPOSER_ANIM_BEGIN_PLAYING_CURSE,
/* 8 */ PO_COMPOSER_ANIM_PLAYING_CURSE,
/* 9 */ PO_COMPOSER_ANIM_BEGIN_ROLLING,
/* 10 */ PO_COMPOSER_ANIM_ROLLING,
/* 11 */ PO_COMPOSER_ANIM_FLEE,
/* 12 */ PO_COMPOSER_ANIM_ATTACK,
/* 13 */ PO_COMPOSER_ANIM_MAX
/* 0 */ POE_COMPOSER_ANIM_STILL,
/* 1 */ POE_COMPOSER_ANIM_APPEAR_DISAPPEAR,
/* 2 */ POE_COMPOSER_ANIM_IDLE,
/* 3 */ POE_COMPOSER_ANIM_RAISE_ARMS,
/* 4 */ POE_COMPOSER_ANIM_ARMS_RAISED,
/* 5 */ POE_COMPOSER_ANIM_LOWER_ARMS,
/* 6 */ POE_COMPOSER_ANIM_LOOKING_DOWN,
/* 7 */ POE_COMPOSER_ANIM_BEGIN_PLAYING_CURSE,
/* 8 */ POE_COMPOSER_ANIM_PLAYING_CURSE,
/* 9 */ POE_COMPOSER_ANIM_BEGIN_ROLLING,
/* 10 */ POE_COMPOSER_ANIM_ROLLING,
/* 11 */ POE_COMPOSER_ANIM_FLEE,
/* 12 */ POE_COMPOSER_ANIM_ATTACK,
/* 13 */ POE_COMPOSER_ANIM_MAX
} EnPoComposerAnim;
static AnimationInfo sAnimationInfo[PO_COMPOSER_ANIM_MAX] = {
/* 0 */ { &gPoeComposerIdleStillAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
static AnimationInfo sAnimationInfo[POE_COMPOSER_ANIM_MAX] = {
/* 0 */ { &gPoeComposerStillAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 1 */ { &gPoeComposerAppearDisappearAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f },
/* 2 */ { &gPoeComposerIdleAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 3 */ { &gPoeComposerRaiseArmsAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 4 */ { &gPoeComposerArmsRaisedAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 5 */ { &gPoeComposerLowerArmsAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 6 */ { &gPoeComposerIdleLookingDownAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 7 */ { &gPoeComposerBeginPlayingAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 8 */ { &gPoeComposerPlayingAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 9 */ { &gPoeComposerBeginRollingAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 10 */ { &gPoeComposerRollingAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 6 */ { &gPoeComposerLookingDownAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 7 */ { &gPoeComposerBeginPlayAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 8 */ { &gPoeComposerPlayAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 9 */ { &gPoeComposerBeginRollAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 10 */ { &gPoeComposerRollAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 11 */ { &gPoeComposerFleeAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -4.0f },
/* 12 */ { &gPoeComposerAttackAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
};
@@ -185,7 +185,7 @@ void EnPoComposer_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gPoeComposerSkel, &gPoeComposerIdleAnim, this->jointTable,
this->morphTable, PO_COMPOSER_LIMB_MAX);
this->morphTable, POE_COMPOSER_LIMB_MAX);
Collider_InitJntSph(play, &this->lanternCollider);
Collider_SetJntSph(play, &this->lanternCollider, &this->actor, &sJntSphInit, this->lanternColliderElements);
Collider_InitCylinder(play, &this->bodyCollider);
@@ -197,13 +197,13 @@ void EnPoComposer_Init(Actor* thisx, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->lightColor = sLightColorInit;
this->envColor = sEnvColorInit;
this->cueId = COMPOSER_CUEID_NONE;
this->cueId = POE_COMPOSER_CUEID_NONE;
if (PO_COMPOSER_IS_FLAT(&this->actor)) {
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
this->sharpCsNum = 0;
this->inCutscene = true;
EnPoComposer_SetupStartedCutscene(this);
} else if (PO_COMPOSER_4000(&this->actor)) {
} else if (POE_COMPOSER_4000(&this->actor)) {
if (gSaveContext.save.entrance != ENTRANCE(IKANA_CANYON, 10)) {
Actor_Kill(&this->actor);
return;
@@ -247,7 +247,7 @@ void EnPoComposer_Destroy(Actor* thisx, PlayState* play) {
}
void EnPoComposer_SetupAwaitPlayer(EnPoComposer* this) {
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_IDLE_STILL);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_STILL);
this->actionFunc = EnPoComposer_AwaitPlayer;
}
@@ -284,7 +284,7 @@ void EnPoComposer_StartedCutscene(EnPoComposer* this, PlayState* play) {
void EnPoComposer_SetupPlayCurse(EnPoComposer* this) {
this->actionTimer = 0;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_PLAYING_CURSE);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_PLAYING_CURSE);
this->actionFunc = EnPoComposer_PlayCurse;
}
@@ -310,7 +310,7 @@ void EnPoComposer_PlayCurse(EnPoComposer* this, PlayState* play) {
sPlayerIsPlayingOcarina = false;
}
// Song check, check if player just played song of storms or song of healing to react to
// Song check, check if player just played song of storms or song of healing
if (play->msgCtx.ocarinaMode == 3) {
switch (play->msgCtx.lastPlayedSong) {
case OCARINA_SONG_STORMS:
@@ -333,7 +333,7 @@ void EnPoComposer_PlayCurse(EnPoComposer* this, PlayState* play) {
}
void EnPoComposer_SetupIdleStill(EnPoComposer* this) {
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_IDLE_STILL);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_STILL);
this->actionFunc = EnPoComposer_IdleStill;
}
@@ -344,7 +344,7 @@ void EnPoComposer_SetupAppear(EnPoComposer* this) {
this->actionTimer = 0;
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_APPEAR_DISAPPEAR);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_APPEAR_DISAPPEAR);
this->actionFunc = EnPoComposer_Appear;
}
@@ -357,7 +357,7 @@ void EnPoComposer_Appear(EnPoComposer* this, PlayState* play) {
}
void EnPoComposer_SetupIdle(EnPoComposer* this) {
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_IDLE);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_IDLE);
this->actionFunc = EnPoComposer_Idle;
}
@@ -367,46 +367,46 @@ void EnPoComposer_Idle(EnPoComposer* this, PlayState* play) {
void EnPoComposer_SetupRaiseArms(EnPoComposer* this) {
this->csCueTimer = 0;
Actor_PlaySfx(&this->actor, NA_SE_EN_SHARP_REACTION);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_RAISE_ARMS);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_RAISE_ARMS);
this->actionFunc = EnPoComposer_RaiseArms;
}
void EnPoComposer_RaiseArms(EnPoComposer* this, PlayState* play) {
if ((this->csCueTimer == 0) && Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->csCueTimer++;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_ARMS_RAISED);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_ARMS_RAISED);
}
}
void EnPoComposer_SetupLowerArms(EnPoComposer* this) {
this->csCueTimer = 0;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_LOWER_ARMS);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_LOWER_ARMS);
this->actionFunc = EnPoComposer_LowerArms;
}
void EnPoComposer_LowerArms(EnPoComposer* this, PlayState* play) {
if ((this->csCueTimer == 0) && Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->csCueTimer++;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_IDLE_FACING_DOWN);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_LOOKING_DOWN);
}
}
void EnPoComposer_SetupCutscenePlayCurse(EnPoComposer* this) {
this->csCueTimer = 0;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_BEGIN_PLAYING_CURSE);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_BEGIN_PLAYING_CURSE);
this->actionFunc = EnPoComposer_CutscenePlayCurse;
}
void EnPoComposer_CutscenePlayCurse(EnPoComposer* this, PlayState* play) {
if ((this->csCueTimer == 0) && Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->csCueTimer++;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_PLAYING_CURSE);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_PLAYING_CURSE);
}
}
void EnPoComposer_SetupRoll(EnPoComposer* this) {
this->csCueTimer = 0;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_BEGIN_ROLLING);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_BEGIN_ROLLING);
this->actionFunc = EnPoComposer_Roll;
}
@@ -415,7 +415,7 @@ void EnPoComposer_Roll(EnPoComposer* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->csCueTimer++;
Actor_PlaySfx(&this->actor, NA_SE_EN_SHARP_REACTION);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PO_COMPOSER_ANIM_ROLLING);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_ROLLING);
}
} else if (Animation_OnFrame(&this->skelAnime, 1.0f) && (this->lightColor.a > 32)) {
if (this->csCueTimer == 1) {
@@ -434,7 +434,7 @@ void EnPoComposer_SharpCutsceneDone(EnPoComposer* this) {
}
s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
u16 cueType = PO_COMPOSER_IS_FLAT(&this->actor) ? CS_CMD_ACTOR_CUE_482 : CS_CMD_ACTOR_CUE_481;
u16 cueType = POE_COMPOSER_IS_FLAT(&this->actor) ? CS_CMD_ACTOR_CUE_482 : CS_CMD_ACTOR_CUE_481;
s32 cueChannel;
if (!this->inCutscene) {
@@ -448,44 +448,44 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
this->cueId = play->csCtx.actorCues[cueChannel]->id;
switch (play->csCtx.actorCues[cueChannel]->id) {
case COMPOSER_CUEID_IDLE: // loop idle
case POE_COMPOSER_CUEID_IDLE: // loop idle
EnPoComposer_SetupIdleStill(this);
break;
case COMPOSER_CUEID_APPEAR_SPIN: // appear/disappear -> loop idle
case POE_COMPOSER_CUEID_APPEAR_SPIN: // appear/disappear -> loop idle
EnPoComposer_SetupAppear(this);
break;
case COMPOSER_CUEID_IDLE2: // loop sharp idle
case POE_COMPOSER_CUEID_IDLE2: // loop sharp idle
EnPoComposer_SetupIdle(this);
break;
case COMPOSER_CUEID_RAISE_ARMS: // raise arms -> loop arms raised
case POE_COMPOSER_CUEID_RAISE_ARMS: // raise arms -> loop arms raised
EnPoComposer_SetupRaiseArms(this);
break;
case COMPOSER_CUEID_LOWER_ARMS: // lower arms -> loop idle
case POE_COMPOSER_CUEID_LOWER_ARMS: // lower arms -> loop idle
EnPoComposer_SetupLowerArms(this);
break;
case COMPOSER_CUEID_PLAY_CURSE: // begin playing -> loop playing
case POE_COMPOSER_CUEID_PLAY_CURSE: // begin playing -> loop playing
EnPoComposer_SetupCutscenePlayCurse(this);
break;
case COMPOSER_CUEID_ROLL: // begin rolling -> loop rolling
case POE_COMPOSER_CUEID_ROLL: // begin rolling -> loop rolling
EnPoComposer_SetupRoll(this);
break;
case COMPOSER_CUEID_APPEAR: // appear
case POE_COMPOSER_CUEID_APPEAR: // appear
this->visible = true;
break;
case COMPOSER_CUEID_DISAPPEAR: // disappear
case POE_COMPOSER_CUEID_DISAPPEAR: // disappear
this->visible = false;
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR);
break;
case COMPOSER_CUEID_DONE:
case POE_COMPOSER_CUEID_DONE:
if (cueType == CS_CMD_ACTOR_CUE_481) {
EnPoComposer_SharpCutsceneDone(this);
} else {
@@ -519,9 +519,9 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
if ((this->actionFunc != EnPoComposer_StartedCutscene) && (this->actionFunc != EnPoComposer_StartCutscene) &&
(this->actionFunc != EnPoComposer_PlayCurse) && (play->csCtx.state == CS_STATE_IDLE)) {
if (PO_COMPOSER_IS_FLAT(&this->actor)) {
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
EnPoComposer_SetupStartedCutscene(this);
} else if (PO_COMPOSER_4000(&this->actor)) {
} else if (POE_COMPOSER_4000(&this->actor)) {
EnPoComposer_SetupStartedCutscene(this);
} else {
this->inCutscene = false;
@@ -537,7 +537,7 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
}
}
this->cueId = COMPOSER_CUEID_NONE;
this->cueId = POE_COMPOSER_CUEID_NONE;
return false;
}
@@ -617,9 +617,9 @@ s32 EnPoComposer_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, V
Gfx** gfx) {
EnPoComposer* this = THIS;
if ((this->lightColor.a == 0) || (limbIndex == PO_COMPOSER_LIMB_LANTERN)) {
if ((this->lightColor.a == 0) || (limbIndex == POE_COMPOSER_LIMB_LANTERN)) {
*dList = NULL;
} else if (PO_COMPOSER_IS_FLAT(&this->actor) && (limbIndex == PO_COMPOSER_LIMB_HEAD)) {
} else if (POE_COMPOSER_IS_FLAT(&this->actor) && (limbIndex == POE_COMPOSER_LIMB_HEAD)) {
*dList = gPoeComposerFlatHeadDL;
}
@@ -636,7 +636,7 @@ void EnPoComposer_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
EnPoComposer* this = THIS;
Collider_UpdateSpheres(limbIndex, &this->lanternCollider);
if (limbIndex == PO_COMPOSER_LIMB_LANTERN) {
if (limbIndex == POE_COMPOSER_LIMB_LANTERN) {
Matrix_Get(&this->lanternMtxF);
}
}
@@ -656,7 +656,7 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
// Select colors
if (PO_COMPOSER_IS_FLAT(&this->actor)) {
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
clothingColor = &sFlatClothingColor1;
var_t0 = &sFlatClothingColor2;
} else {
@@ -4,21 +4,21 @@
#include "global.h"
#include "objects/object_po_composer/object_po_composer.h"
#define PO_COMPOSER_IS_FLAT(actor) ((actor)->params & 0x8000)
#define PO_COMPOSER_4000(actor) ((actor)->params & 0x4000)
#define POE_COMPOSER_IS_FLAT(actor) ((actor)->params & 0x8000)
#define POE_COMPOSER_4000(actor) ((actor)->params & 0x4000)
typedef enum {
/* 1 */ COMPOSER_CUEID_IDLE = 1,
/* 2 */ COMPOSER_CUEID_APPEAR_SPIN,
/* 3 */ COMPOSER_CUEID_IDLE2,
/* 4 */ COMPOSER_CUEID_RAISE_ARMS,
/* 5 */ COMPOSER_CUEID_LOWER_ARMS,
/* 6 */ COMPOSER_CUEID_PLAY_CURSE,
/* 7 */ COMPOSER_CUEID_ROLL,
/* 8 */ COMPOSER_CUEID_APPEAR,
/* 9 */ COMPOSER_CUEID_DISAPPEAR,
/* 10 */ COMPOSER_CUEID_DONE,
/* 99 */ COMPOSER_CUEID_NONE = 99
/* 1 */ POE_COMPOSER_CUEID_IDLE = 1,
/* 2 */ POE_COMPOSER_CUEID_APPEAR_SPIN,
/* 3 */ POE_COMPOSER_CUEID_IDLE2,
/* 4 */ POE_COMPOSER_CUEID_RAISE_ARMS,
/* 5 */ POE_COMPOSER_CUEID_LOWER_ARMS,
/* 6 */ POE_COMPOSER_CUEID_PLAY_CURSE,
/* 7 */ POE_COMPOSER_CUEID_ROLL,
/* 8 */ POE_COMPOSER_CUEID_APPEAR,
/* 9 */ POE_COMPOSER_CUEID_DISAPPEAR,
/* 10 */ POE_COMPOSER_CUEID_DONE,
/* 99 */ POE_COMPOSER_CUEID_NONE = 99
} EnPoComposerCueId;
typedef enum {
@@ -45,8 +45,8 @@ typedef struct EnPoComposer {
/* 0x27C */ LightInfo lightInfo;
/* 0x28A */ UNK_TYPE1 unk_28A[0x6];
/* 0x290 */ s32 sharpCsNum;
/* 0x294 */ Vec3s jointTable[PO_COMPOSER_LIMB_MAX];
/* 0x2DC */ Vec3s morphTable[PO_COMPOSER_LIMB_MAX];
/* 0x294 */ Vec3s jointTable[POE_COMPOSER_LIMB_MAX];
/* 0x2DC */ Vec3s morphTable[POE_COMPOSER_LIMB_MAX];
/* 0x324 */ s16 csIds[SHARP_CS_MAX];
/* 0x32C */ s16 actionTimer;
/* 0x32E */ s16 csCueTimer;