diff options
| author | fig02 <fig02srl@gmail.com> | 2022-12-24 13:55:17 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-12-24 13:55:17 -0500 |
| commit | 7927e7b33007eee68375ca2b940b8d2aa4063406 (patch) | |
| tree | 66c1c67b8c056b2abf00fb0fc4af138b84825e8b /src/overlays/actors/ovl_En_Ani | |
| parent | 92e03cf747933ea8dbdea0dd996c5d6ef7635ffe (diff) | |
z_demo documentation (#1327)
* commit old stuff
* progress
* progress
* progress
* progress
* more progress, renaming cues next
* small changes
* enum values added for all actions
* hardcoded values removed when possible
* commands renamed
* first pass of action -> cue
* fix some matches
* some more cleanup
* scriptPtr
* forgot one
* remove cue rot union
* more changes
* some more stuff
* more stuff
* fix matching issues
* some more things
* progress, starting to rename destinations
* small changes
* name some destinations
* more names
* need to switch branch
* progress
* first pass of destination names
* usages fixed
* use destination enum
* fix csdis
* format
* command descriptions
* revert accidental zap changes
* forgot some things
* use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner)
* typo
* review1
* clarify ruby/sapphire comment
* remove endframe for commands that dont use it
* some more review
* most review, but not all
* scriptPtr -> script, and another small change
* ocarina action
* remove +1 from light settings command, change comment
* actionIndex -> cueIdTemp (i guess)
* _SetCueX -> _SetXFromCue
* format
* tweak fade out seq arg names
* use spline terminology
* more dragorn and engineer review
* misc start/end frame note
* cleanup StartPosRotFromCue vs PosRotFromCue
* cleanup spline terminology
* sPrevCamId -> sReturnToCamId
* comment on debug cs data address
* Cutscene_Init -> Cutscene_InitContext
* single point types are not a list
* remove todo comment
* some more review
* rumble struct names
* some review
* more review
* missed one
* reword pointer comment
* even more review
* match transition terminology with z_play
* change condition and format
* frame count
* command specific structs with alignment
* anon review
* remove unneeded arg from time macro
* yeet `CsCmdGeneric`
* remove unused from single point types
* typo
* compromise attempt -- name endFrame everywhere
* fixes
* fix again
* copied the wrong note
* cutscene data note
* review, format
* compat defines
* idk whats going on man
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Diffstat (limited to 'src/overlays/actors/ovl_En_Ani')
| -rw-r--r-- | src/overlays/actors/ovl_En_Ani/z_en_ani.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/src/overlays/actors/ovl_En_Ani/z_en_ani.c index 5feef35cc..47f64792d 100644 --- a/src/overlays/actors/ovl_En_Ani/z_en_ani.c +++ b/src/overlays/actors/ovl_En_Ani/z_en_ani.c @@ -206,7 +206,7 @@ void func_809B0988(EnAni* this, PlayState* play) { } void func_809B0994(EnAni* this, PlayState* play) { - if (play->csCtx.npcActions[0]->action == 4) { + if (play->csCtx.actorCues[0]->id == 4) { Animation_Change(&this->skelAnime, &gRoofManGettingUpAfterKnockbackAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gRoofManGettingUpAfterKnockbackAnim), ANIMMODE_ONCE, -4.0f); this->unk_2AA++; @@ -224,7 +224,7 @@ void func_809B0A6C(EnAni* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->skelAnime.curFrame = 0.0f; } - if (play->csCtx.npcActions[0]->action == 2) { + if (play->csCtx.actorCues[0]->id == 2) { Animation_Change(&this->skelAnime, &gRoofManKnockbackAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gRoofManKnockbackAnim), ANIMMODE_ONCE, 0.0f); this->actor.shape.shadowDraw = NULL; @@ -240,7 +240,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2); - if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[0] != NULL)) { + if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.actorCues[0] != NULL)) { switch (this->unk_2AA) { case 0: func_809B0A6C(this, play); @@ -259,7 +259,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) { break; } - if (play->csCtx.frames == 100) { + if (play->csCtx.curFrame == 100) { func_800788CC(NA_SE_IT_EARTHQUAKE); } } else { |
