Disable Waluigi animations for now
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@ -5369,12 +5369,6 @@ MARIO_ANIM_FORWARD_SPINNING_FLIP = 207
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--- @type MarioAnimID
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--- @type MarioAnimID
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MARIO_ANIM_TRIPLE_JUMP_FLY = 208
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MARIO_ANIM_TRIPLE_JUMP_FLY = 208
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--- @type MarioAnimID
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WALUIGI_ANIM_WALKING = 209
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--- @type MarioAnimID
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WALUIGI_ANIM_RUNNING = 210
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--- @class MarioCapGSCId
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--- @class MarioCapGSCId
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--- @type MarioCapGSCId
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--- @type MarioCapGSCId
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@ -1870,8 +1870,6 @@
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| MARIO_ANIM_RETURN_FROM_STAR_DANCE | 206 |
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| MARIO_ANIM_RETURN_FROM_STAR_DANCE | 206 |
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| MARIO_ANIM_FORWARD_SPINNING_FLIP | 207 |
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| MARIO_ANIM_FORWARD_SPINNING_FLIP | 207 |
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| MARIO_ANIM_TRIPLE_JUMP_FLY | 208 |
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| MARIO_ANIM_TRIPLE_JUMP_FLY | 208 |
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| WALUIGI_ANIM_WALKING | 209 |
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| WALUIGI_ANIM_RUNNING | 210 |
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[:arrow_up_small:](#)
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[:arrow_up_small:](#)
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@ -215,8 +215,8 @@ enum MarioAnimID
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/* 0xCE */ MARIO_ANIM_RETURN_FROM_STAR_DANCE,
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/* 0xCE */ MARIO_ANIM_RETURN_FROM_STAR_DANCE,
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/* 0xCF */ MARIO_ANIM_FORWARD_SPINNING_FLIP,
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/* 0xCF */ MARIO_ANIM_FORWARD_SPINNING_FLIP,
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/* 0xD0 */ MARIO_ANIM_TRIPLE_JUMP_FLY,
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/* 0xD0 */ MARIO_ANIM_TRIPLE_JUMP_FLY,
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/* 0xD1 */ WALUIGI_ANIM_WALKING,
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/* 0xD1 */ // WALUIGI_ANIM_WALKING, // disabling for now until we find a better way to deal with OMM
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/* 0xD2 */ WALUIGI_ANIM_RUNNING
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/* 0xD2 */ // WALUIGI_ANIM_RUNNING // disabling for now until we find a better way to deal with OMM
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};
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};
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/* Character Animation IDs*/
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/* Character Animation IDs*/
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@ -954,7 +954,7 @@ struct Character gCharacters[CT_MAX] = {
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.animSlidingOnBottomWithLightObj = MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ,
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.animSlidingOnBottomWithLightObj = MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ,
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.animStandUpFromSlidingWithLightObj = MARIO_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ,
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.animStandUpFromSlidingWithLightObj = MARIO_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ,
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.animRidingShell = MARIO_ANIM_RIDING_SHELL,
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.animRidingShell = MARIO_ANIM_RIDING_SHELL,
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.animWalking = WALUIGI_ANIM_WALKING,
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.animWalking = MARIO_ANIM_WALKING,
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.animForwardFlip = MARIO_ANIM_FORWARD_FLIP,
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.animForwardFlip = MARIO_ANIM_FORWARD_FLIP,
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.animJumpRidingShell = MARIO_ANIM_JUMP_RIDING_SHELL,
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.animJumpRidingShell = MARIO_ANIM_JUMP_RIDING_SHELL,
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.animLandFromDoubleJump = MARIO_ANIM_LAND_FROM_DOUBLE_JUMP,
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.animLandFromDoubleJump = MARIO_ANIM_LAND_FROM_DOUBLE_JUMP,
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@ -996,7 +996,7 @@ struct Character gCharacters[CT_MAX] = {
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.animForwardSpinning = MARIO_ANIM_FORWARD_SPINNING,
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.animForwardSpinning = MARIO_ANIM_FORWARD_SPINNING,
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.animBackwardSpinning = MARIO_ANIM_BACKWARD_SPINNING,
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.animBackwardSpinning = MARIO_ANIM_BACKWARD_SPINNING,
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.animBreakdance = MARIO_ANIM_BREAKDANCE,
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.animBreakdance = MARIO_ANIM_BREAKDANCE,
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.animRunning = WALUIGI_ANIM_RUNNING,
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.animRunning = MARIO_ANIM_RUNNING,
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.animRunningUnused = MARIO_ANIM_RUNNING_UNUSED,
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.animRunningUnused = MARIO_ANIM_RUNNING_UNUSED,
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.animSoftBackKb = MARIO_ANIM_SOFT_BACK_KB,
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.animSoftBackKb = MARIO_ANIM_SOFT_BACK_KB,
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.animSoftFrontKb = MARIO_ANIM_SOFT_FRONT_KB,
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.animSoftFrontKb = MARIO_ANIM_SOFT_FRONT_KB,
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@ -1613,6 +1613,6 @@ s32 get_character_anim(struct MarioState* m, enum CharacterAnimID characterAnim)
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if (m == NULL || m->marioObj == NULL) { return 0; }
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if (m == NULL || m->marioObj == NULL) { return 0; }
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struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
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struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
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if (!character || characterAnim < 0 || characterAnim >= CHAR_ANIM_MAX) { return 0; }
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if (!character || characterAnim < 0 || characterAnim >= CHAR_ANIM_MAX) { return characterAnim; }
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return character->anims[characterAnim];
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return character->anims[characterAnim];
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}
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}
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@ -1785,8 +1785,6 @@ char gSmluaConstants[] = ""
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"MARIO_ANIM_RETURN_FROM_STAR_DANCE = 206\n"
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"MARIO_ANIM_RETURN_FROM_STAR_DANCE = 206\n"
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"MARIO_ANIM_FORWARD_SPINNING_FLIP = 207\n"
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"MARIO_ANIM_FORWARD_SPINNING_FLIP = 207\n"
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"MARIO_ANIM_TRIPLE_JUMP_FLY = 208\n"
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"MARIO_ANIM_TRIPLE_JUMP_FLY = 208\n"
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"WALUIGI_ANIM_WALKING = 209\n"
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"WALUIGI_ANIM_RUNNING = 210\n"
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"CHAR_ANIM_SLOW_LEDGE_GRAB = 0\n"
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"CHAR_ANIM_SLOW_LEDGE_GRAB = 0\n"
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"CHAR_ANIM_FALL_OVER_BACKWARDS = 1\n"
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"CHAR_ANIM_FALL_OVER_BACKWARDS = 1\n"
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"CHAR_ANIM_BACKWARD_AIR_KB = 2\n"
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"CHAR_ANIM_BACKWARD_AIR_KB = 2\n"
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