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authorLeonid Kapitonov <Feacur@gmail.com>2024-12-09 14:06:05 +0100
committerGitHub <noreply@github.com>2024-12-09 08:06:05 -0500
commit9305a7145809454ece3a8b049dec9d71363006f8 (patch)
treeac44db4550c3e53890c798f7fbb0b64a17c6f80f /src/code
parente9b165b6e556ced73f708f4846a1698dc3f32d55 (diff)
Document Mido functions, fields, and animations (#2289)
* Document `func_80AAA250` new name: `EnMd_ReverseAnimation` * rename `enum EnMdAnimation` > `enum EnMdAnimIndex` * Document `struct EnMd` fields (and functions) the list: * `func_80AAAC78` -> `EnMd_TrackMessageState` * `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking` * `func_80AAA92C` -> `EnMd_SetAnimState` * `func_80AAA93C` -> `EnMd_UpdateAnimState` * `func_80AAA274` -> `EnMd_UpdateAnimState1` * `func_80AAA308` -> `EnMd_UpdateAnimState2` * `func_80AAA39C` -> `EnMd_UpdateAnimState3` * `func_80AAA474` -> `EnMd_UpdateAnimState4` * `func_80AAA508` -> `EnMd_UpdateAnimState5` * `func_80AAA5A4` -> `EnMd_UpdateAnimState6` * `func_80AAA638` -> `EnMd_UpdateAnimState7` * `func_80AAA6D4` -> `EnMd_UpdateAnimState8` * `func_80AAA768` -> `EnMd_UpdateAnimState9` * `func_80AAA7FC` -> `EnMd_UpdateAnimState10` * `func_80AAA890` -> `EnMd_UpdateAnimState11` * Document `func_80AAB158` new name: `EnMd_UpdateTalking` * Document `func_80034DD4` @ `z_actor.c` new name: `Actor_SmoothStep_Attention` * Document `func_80AAB5A4` new name: `EnMd_SmoothStep_Attention` * Document Mido's action functions the list: * `func_80AAB874` -> `EnMd_Idle` * `func_80AAB8F8` -> `EnMd_Watch` * `func_80AAB948` -> `EnMd_BlockPath` * `func_80AABC10` -> `EnMd_ListenToOcarina` * `func_80AABD0C` -> `EnMd_Walk` * rename flag `temp2` -> `canUpdateTalking` * (re)document Mido's animations via blender and fast64 * marginally improve comments * marginally improve comments * actually, yes, let's name action functions as such * Document eye textures as an enum to clarify for `EnMd_UpdateEyes` * rename `eyeIdx` -> `eyeTexIndex` Mido has two eyes and different textures for them * Undocument eye textures as an enum i was wrong: `_Draw` function might not follow the eyes texture order it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah * ugh, and fix a typo with blinking rushing is no good * drop the `Action` suffix https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286 * rename animation states as sequences https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923 * `func_80034DD4` -> `Actor_FadeInOut` https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267 * rename animation states as sequences a continuation of b11a9e9942e1725824e54099f84085ff2165e854 * `func_80034DD4` -> `Actor_UpdateAlphaByDistance` https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475 * clarify a comment * Document `actor.params` bits allocation * apply review suggestions * apply review suggestions * apply review suggestions * apply review suggestions * apply review suggestions
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 4fc55d7a8..9e258450d 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -4407,25 +4407,25 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8904);
}
-s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
+s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 radius) {
Player* player = GET_PLAYER(play);
- f32 var;
+ f32 distance;
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
- var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
+ distance = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
} else {
- var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
+ distance = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
}
- if (arg3 < var) {
+ if (radius < distance) {
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
} else {
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
}
- return arg2;
+ return alpha;
}
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index) {