mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
Clean up animation definitions in character tables (#61)
The definition of character animations has been reduced to a macro, BASE_ANIMS(), which defines initial animations that can be subsequently overwritten if the character uses different animations. while testing, the near/far clip plane functions prevented compilation as they appeared to be using keywords, so i've also changed the offending functions' parameters.
This commit is contained in:
parent
02d214d2fd
commit
c811b4ebdf
3 changed files with 221 additions and 1047 deletions
File diff suppressed because it is too large
Load diff
|
@ -65,6 +65,218 @@ enum CharacterSound {
|
|||
CHAR_SOUND_MAX // MUST BE LAST
|
||||
};
|
||||
|
||||
#define BASE_ANIMS() \
|
||||
.animSlowLedgeGrab = MARIO_ANIM_SLOW_LEDGE_GRAB, \
|
||||
.animFallOverBackwards = MARIO_ANIM_FALL_OVER_BACKWARDS, \
|
||||
.animBackwardAirKb = MARIO_ANIM_BACKWARD_AIR_KB, \
|
||||
.animDyingOnBack = MARIO_ANIM_DYING_ON_BACK, \
|
||||
.animBackflip = MARIO_ANIM_BACKFLIP, \
|
||||
.animClimbUpPole = MARIO_ANIM_CLIMB_UP_POLE, \
|
||||
.animGrabPoleShort = MARIO_ANIM_GRAB_POLE_SHORT, \
|
||||
.animGrabPoleSwingPart1 = MARIO_ANIM_GRAB_POLE_SWING_PART1, \
|
||||
.animGrabPoleSwingPart2 = MARIO_ANIM_GRAB_POLE_SWING_PART2, \
|
||||
.animHandstandIdle = MARIO_ANIM_HANDSTAND_IDLE, \
|
||||
.animHandstandJump = MARIO_ANIM_HANDSTAND_JUMP, \
|
||||
.animStartHandstand = MARIO_ANIM_START_HANDSTAND, \
|
||||
.animReturnFromHandstand = MARIO_ANIM_RETURN_FROM_HANDSTAND, \
|
||||
.animIdleOnPole = MARIO_ANIM_IDLE_ON_POLE, \
|
||||
.animAPose = MARIO_ANIM_A_POSE, \
|
||||
.animSkidOnGround = MARIO_ANIM_SKID_ON_GROUND, \
|
||||
.animStopSkid = MARIO_ANIM_STOP_SKID, \
|
||||
.animCrouchFromFastLongjump = MARIO_ANIM_CROUCH_FROM_FAST_LONGJUMP, \
|
||||
.animCrouchFromSlowLongjump = MARIO_ANIM_CROUCH_FROM_SLOW_LONGJUMP, \
|
||||
.animFastLongjump = MARIO_ANIM_FAST_LONGJUMP, \
|
||||
.animSlowLongjump = MARIO_ANIM_SLOW_LONGJUMP, \
|
||||
.animAirborneOnStomach = MARIO_ANIM_AIRBORNE_ON_STOMACH, \
|
||||
.animWalkWithLightObj = MARIO_ANIM_WALK_WITH_LIGHT_OBJ, \
|
||||
.animRunWithLightObj = MARIO_ANIM_RUN_WITH_LIGHT_OBJ, \
|
||||
.animSlowWalkWithLightObj = MARIO_ANIM_SLOW_WALK_WITH_LIGHT_OBJ, \
|
||||
.animShiveringWarmingHand = MARIO_ANIM_SHIVERING_WARMING_HAND, \
|
||||
.animShiveringReturnToIdle = MARIO_ANIM_SHIVERING_RETURN_TO_IDLE, \
|
||||
.animShivering = MARIO_ANIM_SHIVERING, \
|
||||
.animClimbDownLedge = MARIO_ANIM_CLIMB_DOWN_LEDGE, \
|
||||
.animCreditsWaving = MARIO_ANIM_CREDITS_WAVING, \
|
||||
.animCreditsLookUp = MARIO_ANIM_CREDITS_LOOK_UP, \
|
||||
.animCreditsReturnFromLookUp = MARIO_ANIM_CREDITS_RETURN_FROM_LOOK_UP, \
|
||||
.animCreditsRaiseHand = MARIO_ANIM_CREDITS_RAISE_HAND, \
|
||||
.animCreditsLowerHand = MARIO_ANIM_CREDITS_LOWER_HAND, \
|
||||
.animCreditsTakeOffCap = MARIO_ANIM_CREDITS_TAKE_OFF_CAP, \
|
||||
.animCreditsStartWalkLookUp = MARIO_ANIM_CREDITS_START_WALK_LOOK_UP, \
|
||||
.animCreditsLookBackThenRun = MARIO_ANIM_CREDITS_LOOK_BACK_THEN_RUN, \
|
||||
.animFinalBowserRaiseHandSpin = MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN, \
|
||||
.animFinalBowserWingCapTakeOff = MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF, \
|
||||
.animCreditsPeaceSign = MARIO_ANIM_CREDITS_PEACE_SIGN, \
|
||||
.animStandUpFromLavaBoost = MARIO_ANIM_STAND_UP_FROM_LAVA_BOOST, \
|
||||
.animFireLavaBurn = MARIO_ANIM_FIRE_LAVA_BURN, \
|
||||
.animWingCapFly = MARIO_ANIM_WING_CAP_FLY, \
|
||||
.animHangOnOwl = MARIO_ANIM_HANG_ON_OWL, \
|
||||
.animLandOnStomach = MARIO_ANIM_LAND_ON_STOMACH, \
|
||||
.animAirForwardKb = MARIO_ANIM_AIR_FORWARD_KB, \
|
||||
.animDyingOnStomach = MARIO_ANIM_DYING_ON_STOMACH, \
|
||||
.animSuffocating = MARIO_ANIM_SUFFOCATING, \
|
||||
.animCoughing = MARIO_ANIM_COUGHING, \
|
||||
.animThrowCatchKey = MARIO_ANIM_THROW_CATCH_KEY, \
|
||||
.animDyingFallOver = MARIO_ANIM_DYING_FALL_OVER, \
|
||||
.animIdleOnLedge = MARIO_ANIM_IDLE_ON_LEDGE, \
|
||||
.animFastLedgeGrab = MARIO_ANIM_FAST_LEDGE_GRAB, \
|
||||
.animHangOnCeiling = MARIO_ANIM_HANG_ON_CEILING, \
|
||||
.animPutCapOn = MARIO_ANIM_PUT_CAP_ON, \
|
||||
.animTakeCapOffThenOn = MARIO_ANIM_TAKE_CAP_OFF_THEN_ON, \
|
||||
.animQuicklyPutCapOn = MARIO_ANIM_QUICKLY_PUT_CAP_ON, \
|
||||
.animHeadStuckInGround = MARIO_ANIM_HEAD_STUCK_IN_GROUND, \
|
||||
.animGroundPoundLanding = MARIO_ANIM_GROUND_POUND_LANDING, \
|
||||
.animTripleJumpGroundPound = MARIO_ANIM_TRIPLE_JUMP_GROUND_POUND, \
|
||||
.animStartGroundPound = MARIO_ANIM_START_GROUND_POUND, \
|
||||
.animGroundPound = MARIO_ANIM_GROUND_POUND, \
|
||||
.animBottomStuckInGround = MARIO_ANIM_BOTTOM_STUCK_IN_GROUND, \
|
||||
.animIdleWithLightObj = MARIO_ANIM_IDLE_WITH_LIGHT_OBJ, \
|
||||
.animJumpLandWithLightObj = MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ, \
|
||||
.animJumpWithLightObj = MARIO_ANIM_JUMP_WITH_LIGHT_OBJ, \
|
||||
.animFallLandWithLightObj = MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ, \
|
||||
.animFallWithLightObj = MARIO_ANIM_FALL_WITH_LIGHT_OBJ, \
|
||||
.animFallFromSlidingWithLightObj = MARIO_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ, \
|
||||
.animSlidingOnBottomWithLightObj = MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ, \
|
||||
.animStandUpFromSlidingWithLightObj = MARIO_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ, \
|
||||
.animRidingShell = MARIO_ANIM_RIDING_SHELL, \
|
||||
.animWalking = MARIO_ANIM_WALKING, \
|
||||
.animForwardFlip = MARIO_ANIM_FORWARD_FLIP, \
|
||||
.animJumpRidingShell = MARIO_ANIM_JUMP_RIDING_SHELL, \
|
||||
.animLandFromDoubleJump = MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, \
|
||||
.animDoubleJumpFall = MARIO_ANIM_DOUBLE_JUMP_FALL, \
|
||||
.animSingleJump = MARIO_ANIM_SINGLE_JUMP, \
|
||||
.animLandFromSingleJump = MARIO_ANIM_LAND_FROM_SINGLE_JUMP, \
|
||||
.animAirKick = MARIO_ANIM_AIR_KICK, \
|
||||
.animDoubleJumpRise = MARIO_ANIM_DOUBLE_JUMP_RISE, \
|
||||
.animStartForwardSpinning = MARIO_ANIM_START_FORWARD_SPINNING, \
|
||||
.animThrowLightObject = MARIO_ANIM_THROW_LIGHT_OBJECT, \
|
||||
.animFallFromSlideKick = MARIO_ANIM_FALL_FROM_SLIDE_KICK, \
|
||||
.animBendKnessRidingShell = MARIO_ANIM_BEND_KNESS_RIDING_SHELL, \
|
||||
.animLegsStuckInGround = MARIO_ANIM_LEGS_STUCK_IN_GROUND, \
|
||||
.animGeneralFall = MARIO_ANIM_GENERAL_FALL, \
|
||||
.animGeneralLand = MARIO_ANIM_GENERAL_LAND, \
|
||||
.animBeingGrabbed = MARIO_ANIM_BEING_GRABBED, \
|
||||
.animGrabHeavyObject = MARIO_ANIM_GRAB_HEAVY_OBJECT, \
|
||||
.animSlowLandFromDive = MARIO_ANIM_SLOW_LAND_FROM_DIVE, \
|
||||
.animFlyFromCannon = MARIO_ANIM_FLY_FROM_CANNON, \
|
||||
.animMoveOnWireNetRight = MARIO_ANIM_MOVE_ON_WIRE_NET_RIGHT, \
|
||||
.animMoveOnWireNetLeft = MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT, \
|
||||
.animMissingCap = MARIO_ANIM_MISSING_CAP, \
|
||||
.animPullDoorWalkIn = MARIO_ANIM_PULL_DOOR_WALK_IN, \
|
||||
.animPushDoorWalkIn = MARIO_ANIM_PUSH_DOOR_WALK_IN, \
|
||||
.animUnlockDoor = MARIO_ANIM_UNLOCK_DOOR, \
|
||||
.animStartReachPocket = MARIO_ANIM_START_REACH_POCKET, \
|
||||
.animReachPocket = MARIO_ANIM_REACH_POCKET, \
|
||||
.animStopReachPocket = MARIO_ANIM_STOP_REACH_POCKET, \
|
||||
.animGroundThrow = MARIO_ANIM_GROUND_THROW, \
|
||||
.animGroundKick = MARIO_ANIM_GROUND_KICK, \
|
||||
.animFirstPunch = MARIO_ANIM_FIRST_PUNCH, \
|
||||
.animSecondPunch = MARIO_ANIM_SECOND_PUNCH, \
|
||||
.animFirstPunchFast = MARIO_ANIM_FIRST_PUNCH_FAST, \
|
||||
.animSecondPunchFast = MARIO_ANIM_SECOND_PUNCH_FAST, \
|
||||
.animPickUpLightObj = MARIO_ANIM_PICK_UP_LIGHT_OBJ, \
|
||||
.animPushing = MARIO_ANIM_PUSHING, \
|
||||
.animStartRidingShell = MARIO_ANIM_START_RIDING_SHELL, \
|
||||
.animPlaceLightObj = MARIO_ANIM_PLACE_LIGHT_OBJ, \
|
||||
.animForwardSpinning = MARIO_ANIM_FORWARD_SPINNING, \
|
||||
.animBackwardSpinning = MARIO_ANIM_BACKWARD_SPINNING, \
|
||||
.animBreakdance = MARIO_ANIM_BREAKDANCE, \
|
||||
.animRunning = MARIO_ANIM_RUNNING, \
|
||||
.animRunningUnused = MARIO_ANIM_RUNNING_UNUSED, \
|
||||
.animSoftBackKb = MARIO_ANIM_SOFT_BACK_KB, \
|
||||
.animSoftFrontKb = MARIO_ANIM_SOFT_FRONT_KB, \
|
||||
.animDyingInQuicksand = MARIO_ANIM_DYING_IN_QUICKSAND, \
|
||||
.animIdleInQuicksand = MARIO_ANIM_IDLE_IN_QUICKSAND, \
|
||||
.animMoveInQuicksand = MARIO_ANIM_MOVE_IN_QUICKSAND, \
|
||||
.animElectrocution = MARIO_ANIM_ELECTROCUTION, \
|
||||
.animShocked = MARIO_ANIM_SHOCKED, \
|
||||
.animBackwardKb = MARIO_ANIM_BACKWARD_KB, \
|
||||
.animForwardKb = MARIO_ANIM_FORWARD_KB, \
|
||||
.animIdleHeavyObj = MARIO_ANIM_IDLE_HEAVY_OBJ, \
|
||||
.animStandAgainstWall = MARIO_ANIM_STAND_AGAINST_WALL, \
|
||||
.animSidestepLeft = MARIO_ANIM_SIDESTEP_LEFT, \
|
||||
.animSidestepRight = MARIO_ANIM_SIDESTEP_RIGHT, \
|
||||
.animStartSleepIdle = MARIO_ANIM_START_SLEEP_IDLE, \
|
||||
.animStartSleepScratch = MARIO_ANIM_START_SLEEP_SCRATCH, \
|
||||
.animStartSleepYawn = MARIO_ANIM_START_SLEEP_YAWN, \
|
||||
.animStartSleepSitting = MARIO_ANIM_START_SLEEP_SITTING, \
|
||||
.animSleepIdle = MARIO_ANIM_SLEEP_IDLE, \
|
||||
.animSleepStartLying = MARIO_ANIM_SLEEP_START_LYING, \
|
||||
.animSleepLying = MARIO_ANIM_SLEEP_LYING, \
|
||||
.animDive = MARIO_ANIM_DIVE, \
|
||||
.animSlideDive = MARIO_ANIM_SLIDE_DIVE, \
|
||||
.animGroundBonk = MARIO_ANIM_GROUND_BONK, \
|
||||
.animStopSlideLightObj = MARIO_ANIM_STOP_SLIDE_LIGHT_OBJ, \
|
||||
.animSlideKick = MARIO_ANIM_SLIDE_KICK, \
|
||||
.animCrouchFromSlideKick = MARIO_ANIM_CROUCH_FROM_SLIDE_KICK, \
|
||||
.animSlideMotionless = MARIO_ANIM_SLIDE_MOTIONLESS, \
|
||||
.animStopSlide = MARIO_ANIM_STOP_SLIDE, \
|
||||
.animFallFromSlide = MARIO_ANIM_FALL_FROM_SLIDE, \
|
||||
.animSlide = MARIO_ANIM_SLIDE, \
|
||||
.animTiptoe = MARIO_ANIM_TIPTOE, \
|
||||
.animTwirlLand = MARIO_ANIM_TWIRL_LAND, \
|
||||
.animTwirl = MARIO_ANIM_TWIRL, \
|
||||
.animStartTwirl = MARIO_ANIM_START_TWIRL, \
|
||||
.animStopCrouching = MARIO_ANIM_STOP_CROUCHING, \
|
||||
.animStartCrouching = MARIO_ANIM_START_CROUCHING, \
|
||||
.animCrouching = MARIO_ANIM_CROUCHING, \
|
||||
.animCrawling = MARIO_ANIM_CRAWLING, \
|
||||
.animStopCrawling = MARIO_ANIM_STOP_CRAWLING, \
|
||||
.animStartCrawling = MARIO_ANIM_START_CRAWLING, \
|
||||
.animSummonStar = MARIO_ANIM_SUMMON_STAR, \
|
||||
.animReturnStarApproachDoor = MARIO_ANIM_RETURN_STAR_APPROACH_DOOR, \
|
||||
.animBackwardsWaterKb = MARIO_ANIM_BACKWARDS_WATER_KB, \
|
||||
.animSwimWithObjPart1 = MARIO_ANIM_SWIM_WITH_OBJ_PART1, \
|
||||
.animSwimWithObjPart2 = MARIO_ANIM_SWIM_WITH_OBJ_PART2, \
|
||||
.animFlutterkickWithObj = MARIO_ANIM_FLUTTERKICK_WITH_OBJ, \
|
||||
.animWaterActionEndWithObj = MARIO_ANIM_WATER_ACTION_END_WITH_OBJ, \
|
||||
.animStopGrabObjWater = MARIO_ANIM_STOP_GRAB_OBJ_WATER, \
|
||||
.animWaterIdleWithObj = MARIO_ANIM_WATER_IDLE_WITH_OBJ, \
|
||||
.animDrowningPart1 = MARIO_ANIM_DROWNING_PART1, \
|
||||
.animDrowningPart2 = MARIO_ANIM_DROWNING_PART2, \
|
||||
.animWaterDying = MARIO_ANIM_WATER_DYING, \
|
||||
.animWaterForwardKb = MARIO_ANIM_WATER_FORWARD_KB, \
|
||||
.animFallFromWater = MARIO_ANIM_FALL_FROM_WATER, \
|
||||
.animSwimPart1 = MARIO_ANIM_SWIM_PART1, \
|
||||
.animSwimPart2 = MARIO_ANIM_SWIM_PART2, \
|
||||
.animFlutterkick = MARIO_ANIM_FLUTTERKICK, \
|
||||
.animWaterActionEnd = MARIO_ANIM_WATER_ACTION_END, \
|
||||
.animWaterPickUpObj = MARIO_ANIM_WATER_PICK_UP_OBJ, \
|
||||
.animWaterGrabObjPart2 = MARIO_ANIM_WATER_GRAB_OBJ_PART2, \
|
||||
.animWaterGrabObjPart1 = MARIO_ANIM_WATER_GRAB_OBJ_PART1, \
|
||||
.animWaterThrowObj = MARIO_ANIM_WATER_THROW_OBJ, \
|
||||
.animWaterIdle = MARIO_ANIM_WATER_IDLE, \
|
||||
.animWaterStarDance = MARIO_ANIM_WATER_STAR_DANCE, \
|
||||
.animReturnFromWaterStarDance = MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE, \
|
||||
.animGrabBowser = MARIO_ANIM_GRAB_BOWSER, \
|
||||
.animSwingingBowser = MARIO_ANIM_SWINGING_BOWSER, \
|
||||
.animReleaseBowser = MARIO_ANIM_RELEASE_BOWSER, \
|
||||
.animHoldingBowser = MARIO_ANIM_HOLDING_BOWSER, \
|
||||
.animHeavyThrow = MARIO_ANIM_HEAVY_THROW, \
|
||||
.animWalkPanting = MARIO_ANIM_WALK_PANTING, \
|
||||
.animWalkWithHeavyObj = MARIO_ANIM_WALK_WITH_HEAVY_OBJ, \
|
||||
.animTurningPart1 = MARIO_ANIM_TURNING_PART1, \
|
||||
.animTurningPart2 = MARIO_ANIM_TURNING_PART2, \
|
||||
.animSlideflipLand = MARIO_ANIM_SLIDEFLIP_LAND, \
|
||||
.animSlideflip = MARIO_ANIM_SLIDEFLIP, \
|
||||
.animTripleJumpLand = MARIO_ANIM_TRIPLE_JUMP_LAND, \
|
||||
.animTripleJump = MARIO_ANIM_TRIPLE_JUMP, \
|
||||
.animFirstPerson = MARIO_ANIM_FIRST_PERSON, \
|
||||
.animIdleHeadLeft = MARIO_ANIM_IDLE_HEAD_LEFT, \
|
||||
.animIdleHeadRight = MARIO_ANIM_IDLE_HEAD_RIGHT, \
|
||||
.animIdleHeadCenter = MARIO_ANIM_IDLE_HEAD_CENTER, \
|
||||
.animHandstandLeft = MARIO_ANIM_HANDSTAND_LEFT, \
|
||||
.animHandstandRight = MARIO_ANIM_HANDSTAND_RIGHT, \
|
||||
.animWakeFromSleep = MARIO_ANIM_WAKE_FROM_SLEEP, \
|
||||
.animWakeFromLying = MARIO_ANIM_WAKE_FROM_LYING, \
|
||||
.animStartTiptoe = MARIO_ANIM_START_TIPTOE, \
|
||||
.animSlidejump = MARIO_ANIM_SLIDEJUMP, \
|
||||
.animStartWallkick = MARIO_ANIM_START_WALLKICK, \
|
||||
.animStarDance = MARIO_ANIM_STAR_DANCE, \
|
||||
.animReturnFromStarDance = MARIO_ANIM_RETURN_FROM_STAR_DANCE, \
|
||||
.animForwardSpinningFlip = MARIO_ANIM_FORWARD_SPINNING_FLIP, \
|
||||
.animTripleJumpFly = MARIO_ANIM_TRIPLE_JUMP_FLY \
|
||||
|
||||
|
||||
struct Character {
|
||||
enum CharacterType type;
|
||||
char* name;
|
||||
|
|
|
@ -503,14 +503,14 @@ void set_override_fov(f32 fov) {
|
|||
|
||||
///
|
||||
|
||||
void set_override_near(f32 near) {
|
||||
gOverrideNear = near;
|
||||
void set_override_near(f32 nearClip) {
|
||||
gOverrideNear = nearClip;
|
||||
}
|
||||
|
||||
///
|
||||
|
||||
void set_override_far(f32 far) {
|
||||
gOverrideFar = far;
|
||||
void set_override_far(f32 farClip) {
|
||||
gOverrideFar = farClip;
|
||||
}
|
||||
|
||||
///
|
||||
|
|
Loading…
Reference in a new issue