mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
* Rename Player_UpdateBottleHeld * Match func_808497A0 * func_80852290 NON_MATCHING * Match func_8083B3B4 * Params cleanup * Match func_8083FBC4 * sfxId cleanups and others * Fix declaration of functions from D_8085D990 * Change D_8085BE84 to be a 2D array * ARRAY_COUNT_2D * Match func_8085ADA0 * func_808426F0 nonmatching * Match func_80852290 * Match func_808426F0 Co-authored-by: engineer124 <engineer124engineer124@gmail.com> * Add notes to Player_SetDoAction * Name putAwayCountdown * rebase * Match func_80856918 * format * func_8084933C nonmatching small amount of boomerang documentation * Progress on moving data near where it is used * finish moving data * format * cleanup up remaining data * more match * Some minor cleanups * PlayerCsMode enum * func_80851F18 nonmatching * Fix unk_B10 * Purge ExchangeItemID enum * Rename `targetActor` to `talkActor` * Name `targetedActor` * PLAYER_LIMB_BUF_SIZE Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> * Change SkelAnime Player functions to take a void pointer for the corresponding buffers * Use PlayerAnimationFrame on Player_DrawImpl * Match func_8082F1AC * Match func_8083D23C * cleanup * Match and clean up func_808373F8 * Match and document func_8083A98C * PLAYER_PARAMS macro and PlayerInitMode enum * Preliminary names for InitMode functions * Match func_8083C8E8 * remove redundant externs * Match func_8084933C * cleanup func_8084933C * Access D_8085BE84 directly instead of using a macro * Match func_8084AC84 * Fix boomearng typo * OK boomerang * cleanup func_8083D168 * untargetedRotY * this->unk_14E = ABS_ALT(var_v1); * GIFIELD macros * sort of a match * Match func_8084C16C Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> * Use the same trick to match func_808573A4 * Add note on Deku spinning * Match func_8084D18C * Match func_80850D68 * Improve func_80832660 * Match func_80854EFC Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> * Rename unk_B2A to getItemDrawId * Some cleanup * fix merge issues * format * minor anim docs * Match func_808553F4 * Cleanup func_808553F4 * func_8083D860 nonmatching * Match func_8083D860 * Defake func_80859BA8 * () * Add notes to PlayerAnimGroup enum * underwaterTimer Co-authored-by: engineer124 <engineer124engineer124@gmail.com> * some stateFlags cleaning * more stateFlags cleaning * some notes and minor cleanups * more general cleanups * Slightly less fake func_80832CAC * Document some melee weapon damage stuff * Mark lunge storage * Note PCS patch * match * add notes to bss * yeet extra indentation * add reloc as nonmatching to spec * floorSfxOffset * Player_GetFloorSfx * Player_GetFloorSfxByAge * Comments for AnimSfx dunctions * Name some AnimSfx functions * Name AnimSfx stuff * Some PlayerAgeProperties notes * use animflag defines * Player_SpawnExplosive * fix enum and some other minor fixes * Bit more misc. cleanup * Use OoT's version of func_808333CC * Note on quickspin buffer * Final nonmatching, func_80851F18 Co-authored-by: Synray <31429825+Synray@users.noreply.github.com> * RIP player.c * Name Player_StopHorizontalMovement * misc fixes * Actor_DeactivateLens * fixes * typos and tweaks * minor stuff * add names as comments on the animgoup array * Correct some function names and data type * add anim commets to ageproperties * some notes * De-fake func_80840F90 * Defake & clean up func_8085ADA0 * Improve func_80859BA8 * Enums in func_80852B28 * Name some secret-related things * 3 small things * stuff * Player_TalkWithPlayer * SurfaceType_GetFloorType * SurfaceType_GetWallFlags * and more bgcheck stuff * more bss naming * sPlayerControlInput * clean up func_80836F10 a bit * name the parameters of func_80835BF8 * door stuff * remove NON_MATCHING * remove D_8085D2B0 padding * Name some Player_Cutscene_ functions * various cleanups * format * remainingHopsCounter * some cleanups on the struct * Actor_RequestRumble * this->exchangeItemId = PLAYER_AP_NONE; * fix merge stuff * format * PlayerUnkAA5 * Name two cylinder-related functions * BSS * Add MagicConsume's enum, treat lensActive as bool * Update func_808332A0 based on better info * fix merge * fix merge issues * remove redundant comments * Name Player_AddQuake * ANIM_FLAG_UPDATE*_*Y * Format * AT_TYPE_ENEMY * fix merge issues * format * fix uintptr_ts * Rename * Name leftHandMf * fix merge issues * format * exchangeItemId <= PLAYER_IA_MINUS1 * getItemDrawIdPlusOne * currentActorCsIndex * <= PLAYER_IA_MINUS1 * fix merge issues * format * namefixer and bss * fix build * bombs parameters cleanup * bss * Fix building * fix building * Fix building * Fix building and cleanups * Pre-PR cleanup * really... * format * review * stateFlag Mistakes * 268 * 0.1f * z64door.h * fix cutscene stuff * bss * Update include/z64player.h Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Update include/z64player.h Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * reiew * PR Review * collision * review * format and a few stuff i missed * EnBomExplosiveType * weekeventregconvert and eventinfconvert * more review * review * bss * review * re format sGetItemTable * Entangle PlayerMask and PlayerItemAction * a few extra cases i missed * bss * review * EnArrow stuff * ARROW_MAGIC_DEKU_BUBBLE * minor format * merge * fix bss * review * !ARROW_IS_ARROW * review * bool cleanup * fix merge * review * Player_StopCutscene * Player_RequestQuake * quakeIndex * Player_RequestQuakeAndRumble * knobDoor and slidingDoor * bss * fix * review * dog and float --------- Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
376 lines
17 KiB
C
376 lines
17 KiB
C
#ifndef Z64ANIMATION_H
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#define Z64ANIMATION_H
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#include "PR/ultratypes.h"
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#include "PR/gbi.h"
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#include "z64dma.h"
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#include "z64math.h"
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struct PlayState;
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struct Actor;
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struct SkelAnime;
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struct PlayerAnimationFrame;
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#define LIMB_DONE 0xFF
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#define ANIM_FLAG_1 (1 << 0)
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#define ANIM_FLAG_UPDATE_Y (1 << 1)
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#define ANIM_FLAG_4 (1 << 2)
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#define ANIM_FLAG_8 (1 << 3)
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#define ANIM_FLAG_NOMOVE (1 << 4)
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#define ANIM_FLAG_80 (1 << 7)
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#define ANIM_FLAG_100 (1 << 8)
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#define ANIM_FLAG_200 (1 << 9)
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typedef enum AnimationMode {
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/* 0 */ ANIMMODE_LOOP,
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/* 1 */ ANIMMODE_LOOP_INTERP,
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/* 2 */ ANIMMODE_ONCE,
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/* 3 */ ANIMMODE_ONCE_INTERP,
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/* 4 */ ANIMMODE_LOOP_PARTIAL,
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/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
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} AnimationMode;
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typedef enum {
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/* -1 */ ANIMTAPER_DECEL = -1,
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/* 0 */ ANIMTAPER_NONE,
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/* 1 */ ANIMTAPER_ACCEL
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} AnimationTapers;
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typedef struct {
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/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
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/* 0x6 */ u8 child; // The first child's index into the limb table.
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/* 0x7 */ u8 sibling; // The parent limb's next limb index into the limb table.
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/* 0x8 */ Gfx* dList; // Display lists for the limb. Index 0 is the normal display list, index 1 is the
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// far model display list.
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} StandardLimb; // size = 0xC
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// Model has limbs with only rigid meshes
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typedef struct {
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/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
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/* 0x6 */ u8 child;
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/* 0x7 */ u8 sibling;
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/* 0x8 */ Gfx* dLists[2]; // Near and far
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} LodLimb; // size = 0x10
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// Model has limbs with only rigid meshes
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typedef struct {
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/* 0x0 */ void** segment;
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/* 0x4 */ u8 limbCount;
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} SkeletonHeader; // size = 0x8
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// Model has limbs with flexible meshes
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typedef struct {
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/* 0x0 */ SkeletonHeader sh;
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/* 0x8 */ u8 dListCount;
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} FlexSkeletonHeader; // size = 0xC
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// Index into the frame data table.
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typedef struct {
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/* 0x0 */ u16 x;
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/* 0x2 */ u16 y;
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/* 0x4 */ u16 z;
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} JointIndex; // size = 0x6
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typedef struct {
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/* 0x0 */ s16 frameCount;
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} AnimationHeaderCommon; // size = 0x2
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typedef struct {
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/* 0x0 */ AnimationHeaderCommon common;
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/* 0x4 */ s16* frameData; // referenced as tbl
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/* 0x8 */ JointIndex* jointIndices; // referenced as ref_tbl
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/* 0xC */ u16 staticIndexMax;
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} AnimationHeader; // size = 0x10
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typedef enum {
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/* 0 */ ANIMATION_LINKANIMETION,
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/* 1 */ ANIMENTRY_COPYALL,
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/* 2 */ ANIMENTRY_INTERP,
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/* 3 */ ANIMENTRY_COPYTRUE,
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/* 4 */ ANIMENTRY_COPYFALSE,
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/* 5 */ ANIMENTRY_MOVEACTOR
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} AnimationType;
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typedef struct {
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/* 0x00 */ DmaRequest req;
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/* 0x20 */ OSMesgQueue msgQueue;
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/* 0x38 */ OSMesg msg[1];
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} AnimEntryLoadFrame; // size = 0x3C
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typedef struct {
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/* 0x0 */ u8 queueFlag;
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/* 0x1 */ u8 vecCount;
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/* 0x4 */ Vec3s* dst;
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/* 0x8 */ Vec3s* src;
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} AnimEntryCopyAll; // size = 0xC
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typedef struct {
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/* 0x0 */ u8 queueFlag;
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/* 0x1 */ u8 vecCount;
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/* 0x4 */ Vec3s* base;
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/* 0x8 */ Vec3s* mod;
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/* 0xC */ f32 weight;
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} AnimEntryInterp; // size = 0x10
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typedef struct {
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/* 0x0 */ u8 queueFlag;
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/* 0x1 */ u8 vecCount;
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/* 0x4 */ Vec3s* dst;
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/* 0x8 */ Vec3s* src;
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/* 0xC */ u8* copyFlag;
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} AnimEntryCopyTrue; // size = 0x10
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typedef struct {
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/* 0x0 */ u8 queueFlag;
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/* 0x1 */ u8 vecCount;
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/* 0x4 */ Vec3s* dst;
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/* 0x8 */ Vec3s* src;
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/* 0xC */ u8* copyFlag;
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} AnimEntryCopyFalse; // size = 0x10
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typedef struct {
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/* 0x0 */ struct Actor* actor;
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/* 0x4 */ struct SkelAnime* skelAnime;
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/* 0x8 */ f32 unk08;
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} AnimEntryMoveActor; // size = 0xC
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typedef union {
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AnimEntryLoadFrame load;
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AnimEntryCopyAll copy;
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AnimEntryInterp interp;
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AnimEntryCopyTrue copy1;
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AnimEntryCopyFalse copy0;
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AnimEntryMoveActor move;
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} AnimationEntryData; // size = 0x3C
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typedef struct {
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/* 0x00 */ u8 type;
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/* 0x04 */ AnimationEntryData data;
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} AnimationEntry; // size = 0x40
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typedef struct AnimationContext {
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/* 0x000 */ s16 animationCount;
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/* 0x004 */ AnimationEntry entries[50];
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} AnimationContext; // size = 0xC84
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typedef struct {
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/* 0x0 */ AnimationHeaderCommon common;
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/* 0x4 */ union {
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void* segmentVoid;
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struct PlayerAnimationFrame* linkAnimSegment;
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};
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} PlayerAnimationHeader; // size = 0x8
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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/* 0x01 */ u8 mode; // 0: loop, 2: play once, 4: partial loop. +1 to interpolate between frames.
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/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
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/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
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/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
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/* 0x08 */ void* animation; // Can be an AnimationHeader or PlayerAnimationHeader.
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/* 0x0C */ f32 startFrame; // In mode 4, start of partial loop.
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/* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop.
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/* 0x14 */ f32 animLength; // Total number of frames in the current animation's file.
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/* 0x18 */ f32 curFrame; // Current frame in the animation
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/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
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/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
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/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
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/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*player)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Player's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
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/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
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/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
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} SkelAnime; // size = 0x44
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typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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struct Actor* thisx);
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typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
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struct Actor* thisx);
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typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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struct Actor* thisx, Gfx** gfx);
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typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
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struct Actor* thisx, Gfx** gfx);
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typedef s32 (*OverrideLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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struct Actor* thisx);
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typedef void (*PostLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot,
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struct Actor* thisx);
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typedef void (*TransformLimbDrawOpa)(struct PlayState* play, s32 limbIndex, struct Actor* thisx);
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typedef void (*TransformLimbDraw)(struct PlayState* play, s32 limbIndex, struct Actor* thisx, Gfx** gfx);
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typedef void (*AnimationEntryCallback)(struct PlayState*, AnimationEntryData*);
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 playSpeed;
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/* 0x08 */ f32 startFrame;
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/* 0x0C */ f32 frameCount;
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/* 0x10 */ u8 mode;
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/* 0x14 */ f32 morphFrames;
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} AnimationInfo; // size = 0x18
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typedef struct {
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/* 0x0 */ AnimationHeader* animation;
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/* 0x4 */ f32 playSpeed;
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/* 0x8 */ s16 startFrame;
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/* 0xA */ s16 frameCount;
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/* 0xC */ u8 mode;
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/* 0xE */ s16 morphFrames;
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} AnimationInfoS; // size = 0x10
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typedef struct AnimationSpeedInfo {
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/* 0x0 */ AnimationHeader* animation;
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/* 0x4 */ f32 playSpeed;
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/* 0x8 */ u8 mode;
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/* 0xC */ f32 morphFrames;
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} AnimationSpeedInfo; // size = 0x10
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struct SkeletonInfo;
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typedef s32 (*UnkKeyframeCallback)(struct PlayState* play, struct SkeletonInfo* skeletonInfo, s32* arg2, Gfx** dList,
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u8* arg4, void* arg5);
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// Keyframe limb?
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typedef struct {
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/* 0x0 */ Gfx* dList;
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/* 0x4 */ u8 unk_4;
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/* 0x5 */ u8 flags;
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/* 0x6 */ Vec3s root;
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} Struct_801BFA14_Arg1_Field4; // size = 0xC
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// Other limb type?
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typedef struct {
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/* 0x0 */ Gfx* dList;
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/* 0x4 */ u8 unk_4;
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/* 0x5 */ u8 flags;
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/* 0x6 */ u8 unk_6; // transform limb draw index
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} Struct_801BFA14_Arg1_Field4_2; // size = 0x8
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typedef struct {
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/* 0x00 */ u8 limbCount;
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/* 0x01 */ u8 unk_1; // non-zero in object files, number of non-null-dlist limbs?
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/* 0x04 */ union {
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Struct_801BFA14_Arg1_Field4* unk_4; // arrays
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Struct_801BFA14_Arg1_Field4_2* unk_4_2;
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};
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/* 0x08 */ s16* unk_8;
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/* 0x0C */ s16* unk_C;
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/* 0x10 */ char unk_10[0x2];
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/* 0x12 */ s16 unk_12;
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} Struct_801BFA14_Arg1; // size = 0x14
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typedef struct {
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/* 0x00 */ u16* unk_0;
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/* 0x04 */ s16* unk_4;
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/* 0x08 */ s16* unk_8;
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/* 0x0C */ s16* unk_C;
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/* 0x10 */ char unk_10[0x2];
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/* 0x12 */ s16 unk_12;
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} SkeletonInfo_1C; // size = 0x14
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typedef struct {
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/* 0x00 */ f32 unk_0;
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/* 0x04 */ f32 unk_4;
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/* 0x08 */ f32 unk_8;
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/* 0x0C */ f32 unk_C;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ s32 unk_14;
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} FrameControl; // size = 0x18
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// FlexKeyframeSkeleton ?
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typedef struct SkeletonInfo {
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/* 0x00 */ FrameControl frameCtrl;
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/* 0x18 */ Struct_801BFA14_Arg1* unk_18; // array
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/* 0x1C */ SkeletonInfo_1C* unk_1C;
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/* 0x20 */ UnkKeyframeCallback* unk_20; // pointer to array of functions
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/* 0x24 */ f32 unk_24; // duration? current time?
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/* 0x28 */ Vec3s* frameData; // array of 3 Vec3s
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/* 0x2C */ s16* unk_2C;
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} SkeletonInfo; // size = 0x30
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typedef s32 (*OverrideKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList,
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u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
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typedef void (*PostKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeleton, s32 limbIndex, Gfx** dList,
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u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
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void SkelAnime_DrawLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor, s32 lod);
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void SkelAnime_DrawFlexLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, struct Actor* actor, s32 lod);
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void SkelAnime_DrawOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor);
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void SkelAnime_DrawFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor);
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void SkelAnime_DrawTransformFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, struct Actor* actor);
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s16 Animation_GetLastFrame(void* animation);
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Gfx* SkelAnime_Draw(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, struct Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, struct Actor* actor, Gfx* gfx);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(struct PlayState* play);
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void AnimationContext_DisableQueue(struct PlayState* play);
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void AnimationContext_SetLoadFrame(struct PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_AnimateFrame(struct PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
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void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
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s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitSkin(struct GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames, s8 taper);
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void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef PlayerAnimationHeader LinkAnimationHeader;
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#endif
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