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authorPepper0ni <93387759+Pepper0ni@users.noreply.github.com>2025-05-17 05:41:14 +0100
committerGitHub <noreply@github.com>2025-05-17 00:41:14 -0400
commit5b6844ccd896d967530e0abbac6597bd8bdce36c (patch)
treeb63c4c1ae3293cdde94c69079c5be8635b23f98b /soh/include
parentb900f8599abeb1b1aea9b1ad7cc6298beebf6d35 (diff)
reapply changes needed for C23 build on develop (#5467)
Diffstat (limited to 'soh/include')
-rw-r--r--soh/include/functions.h2
-rwxr-xr-xsoh/include/z64animation.h41
2 files changed, 23 insertions, 20 deletions
diff --git a/soh/include/functions.h b/soh/include/functions.h
index ad615d173..98e938a75 100644
--- a/soh/include/functions.h
+++ b/soh/include/functions.h
@@ -1378,7 +1378,7 @@ void func_800AA0B4();
void func_800AA0F0(void);
u32 func_800AA148();
void func_800AA15C();
-void func_800AA16C();
+void Rumble_ClearRequests();
void func_800AA178(u32);
View* View_New(GraphicsContext* gfxCtx);
void View_Free(View* view);
diff --git a/soh/include/z64animation.h b/soh/include/z64animation.h
index b61627a27..3edba982d 100755
--- a/soh/include/z64animation.h
+++ b/soh/include/z64animation.h
@@ -245,27 +245,30 @@ typedef void (*PostCurveLimbDraw)(struct PlayState* play, SkelAnimeCurve* skelCu
typedef s32 (*AnimUpdateFunc)();
typedef struct SkelAnime {
- /* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
- /* 0x01 */ u8 mode; // See `AnimationMode`
- /* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
- /* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
- /* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
- /* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
- /* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
- /* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
- /* 0x14 */ f32 animLength; // Total number of frames in the current animation.
- /* 0x18 */ f32 curFrame; // Current frame in the animation
- /* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
+ /* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
+ /* 0x01 */ u8 mode; // See `AnimationMode`
+ /* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
+ /* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
+ /* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
+ /* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
+ /* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
+ /* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
+ /* 0x14 */ f32 animLength; // Total number of frames in the current animation.
+ /* 0x18 */ f32 curFrame; // Current frame in the animation
+ /* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
- /* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
- /* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
- /* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph.
- /* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
- /* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
- /* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
- /* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
- /* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
+ /* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
+ /* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
+ /* 0x30 */ union {
+ s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
+ s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
+ } update;
+ /* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
+ /* 0x35 */ u8 movementFlags; // Flags used for animations that move the actor in worldspace.
+ /* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
+ /* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
+ /* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
SkeletonHeader* skeletonHeader;
} SkelAnime; // size = 0x44