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When testing if an animation is new, make sure we are using the loaded file pointers (#1748)
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@ -1242,8 +1242,12 @@ void LinkAnimation_Change(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAn
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if (ResourceMgr_OTRSigCheck(animation) != 0)
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animation = ResourceMgr_LoadAnimByName(animation);
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AnimationHeader* currentAnimation = (AnimationHeader*)skelAnime->animation;
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if (ResourceMgr_OTRSigCheck(currentAnimation) != 0)
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currentAnimation = ResourceMgr_LoadAnimByName(currentAnimation);
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skelAnime->mode = mode;
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if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) {
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if ((morphFrames != 0.0f) && ((animation != currentAnimation) || (startFrame != skelAnime->curFrame))) {
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if (morphFrames < 0) {
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LinkAnimation_SetUpdateFunction(skelAnime);
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SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
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@ -1687,8 +1691,17 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) {
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*/
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
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u8 mode, f32 morphFrames, s8 taper) {
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LinkAnimationHeader* ogAnim = animation;
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if (ResourceMgr_OTRSigCheck(animation) != 0)
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animation = ResourceMgr_LoadAnimByName(animation);
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AnimationHeader* currentAnimation = (AnimationHeader*)skelAnime->animation;
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if (ResourceMgr_OTRSigCheck(currentAnimation) != 0)
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currentAnimation = ResourceMgr_LoadAnimByName(currentAnimation);
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skelAnime->mode = mode;
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if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) {
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if ((morphFrames != 0.0f) && ((animation != currentAnimation) || (startFrame != skelAnime->curFrame))) {
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if (morphFrames < 0) {
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SkelAnime_SetUpdate(skelAnime);
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SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
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@ -1710,7 +1723,7 @@ void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32
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skelAnime->morphWeight = 0.0f;
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}
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skelAnime->animation = animation;
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skelAnime->animation = ogAnim;
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skelAnime->startFrame = startFrame;
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skelAnime->endFrame = endFrame;
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skelAnime->animLength = Animation_GetLength(animation);
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@ -142,7 +142,6 @@ typedef enum {
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/* 10 */ ENGO2_ANIM_10,
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/* 11 */ ENGO2_ANIM_11,
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/* 12 */ ENGO2_ANIM_12,
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/* 13 */ ENGO2_ANIM_13, // Added to fix spinning goron issue for biggoron
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} EnGo2Animation;
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static AnimationInfo sAnimationInfo[] = {
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@ -152,7 +151,7 @@ static AnimationInfo sAnimationInfo[] = {
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{ &gGoronAnim_002D80, 1.0f, 0.0f, -1.0f, 0x02, -8.0f }, { &gGoronAnim_00161C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
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{ &gGoronAnim_001A00, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_0021D0, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
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{ &gGoronAnim_004930, 0.0f, 0.0f, -1.0f, 0x01, -8.0f }, { &gGoronAnim_000750, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
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{ &gGoronAnim_000D5C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_004930, 0.0f, 1.0f, -1.0f, 0x01, 0.0f },
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{ &gGoronAnim_000D5C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
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};
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static EnGo2DustEffectData sDustEffectData[2][4] = {
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@ -1349,6 +1348,11 @@ void EnGo2_RollingAnimation(EnGo2* this, GlobalContext* globalCtx) {
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}
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void EnGo2_WakeUp(EnGo2* this, GlobalContext* globalCtx) {
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if (CVar_GetS32("gUnfixGoronSpin", 0)) {
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// Trick SkelAnime into thinking the current animation is changing so that it morphs between the same position,
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// making the goron do a spin
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this->skelAnime.animation = NULL;
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}
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if (this->skelAnime.playSpeed == 0.0f) {
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if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_WAKE_UP);
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@ -1358,25 +1362,10 @@ void EnGo2_WakeUp(EnGo2* this, GlobalContext* globalCtx) {
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}
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if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
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OnePointCutscene_Init(globalCtx, 4200, -99, &this->actor, MAIN_CAM);
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// There is an issue interpolating between ENGO2_ANIM_0 and ENGO2_ANIM_1/10, the goron
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// is technically in the same position at the end of ANIM_0 and beginning of ANIM_1/10
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// but something isn't getting translated correctly causing the 360 degree spin before
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// then continuing the wake up animation like normal. One solution is to use ANIM_0
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// which uses the same frame data as ANIM_1/10 but no morph frames, but only when the
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// current animation frame is at 0, meaning no morphing is necessary anyway.
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// ANIM_13 is ANIM_0 but with the startFrame and mode adjusted for biggoron.
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if (this->skelAnime.curFrame == 0.0f && !CVar_GetS32("gUnfixGoronSpin", 0)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_13);
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} else {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10);
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}
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10);
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this->skelAnime.playSpeed = 0.5f;
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} else {
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if (this->skelAnime.curFrame == 0.0f && !CVar_GetS32("gUnfixGoronSpin", 0)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_0);
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} else {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
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}
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
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this->skelAnime.playSpeed = 1.0f;
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}
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this->actionFunc = func_80A46B40;
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