mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2025-10-30 08:01:01 +00:00
Cleaned up character sound/anim lookup code
This commit is contained in:
parent
27b799055c
commit
b002061609
8 changed files with 346 additions and 540 deletions
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@ -133,11 +133,48 @@ total_fields = 0
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############################################################################
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def promote_block(before_block, after_block):
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inside = 1
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idx = -1
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for character in after_block:
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idx += 1
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if character == '{':
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inside += 1
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elif character == '}':
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inside -= 1
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if inside <= 0:
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break
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if inside == 0 and idx > -1 and after_block[idx+1] == ';':
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return before_block + after_block[:idx] + after_block[idx+2:]
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return None
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def strip_anonymous_blocks(body):
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while 'union {' in body:
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before_union = body.split('union {', 1)[0]
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after_union = body.split('union {', 1)[-1]
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promoted = promote_block(before_union, after_union)
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if promoted == None:
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break
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body = promoted
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while 'struct {' in body:
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before_union = body.split('struct {', 1)[0]
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after_union = body.split('struct {', 1)[-1]
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promoted = promote_block(before_union, after_union)
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if promoted == None:
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break
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body = promoted
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return body
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def strip_internal_blocks(body):
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# strip internal structs/enums/etc
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tmp = body
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body = ''
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inside = 0
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stripped = ''
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for character in tmp:
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if character == '{':
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body += '{ ... }'
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@ -145,6 +182,8 @@ def strip_internal_blocks(body):
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if inside == 0:
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body += character
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else:
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stripped += character
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if character == '}':
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inside -= 1
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@ -199,6 +238,7 @@ def parse_struct(struct_str):
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struct['identifier'] = identifier
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body = struct_str.split('{', 1)[1].rsplit('}', 1)[0]
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body = strip_anonymous_blocks(body)
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body = strip_internal_blocks(body)
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struct['fields'] = []
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@ -4700,6 +4700,9 @@ CHAR_ANIM_FORWARD_SPINNING_FLIP = 207
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--- @type CharacterAnimID
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CHAR_ANIM_TRIPLE_JUMP_FLY = 208
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--- @type CharacterAnimID
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CHAR_ANIM_MAX = 209
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--- @class MarioAnimID
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--- @type MarioAnimID
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@ -1644,6 +1644,7 @@
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| CHAR_ANIM_RETURN_FROM_STAR_DANCE | 206 |
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| CHAR_ANIM_FORWARD_SPINNING_FLIP | 207 |
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| CHAR_ANIM_TRIPLE_JUMP_FLY | 208 |
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| CHAR_ANIM_MAX | 209 |
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### [enum MarioAnimID](#MarioAnimID)
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| Identifier | Value |
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@ -431,7 +431,8 @@ enum CharacterAnimID
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/* 0xCD */ CHAR_ANIM_STAR_DANCE,
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/* 0xCE */ CHAR_ANIM_RETURN_FROM_STAR_DANCE,
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/* 0xCF */ CHAR_ANIM_FORWARD_SPINNING_FLIP,
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/* 0xD0 */ CHAR_ANIM_TRIPLE_JUMP_FLY
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/* 0xD0 */ CHAR_ANIM_TRIPLE_JUMP_FLY,
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CHAR_ANIM_MAX // MUST BE LAST
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};
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#endif // MARIO_ANIMATION_IDS_H
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@ -1527,53 +1527,9 @@ static s32 get_character_sound(struct MarioState* m, enum CharacterSound charact
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}
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struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
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switch (characterSound) {
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case CHAR_SOUND_YAH_WAH_HOO: return character->soundYahWahHoo;
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case CHAR_SOUND_HOOHOO: return character->soundHoohoo;
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case CHAR_SOUND_YAHOO: return character->soundYahoo;
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case CHAR_SOUND_UH: return character->soundUh;
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case CHAR_SOUND_HRMM: return character->soundHrmm;
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case CHAR_SOUND_WAH2: return character->soundWah2;
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case CHAR_SOUND_WHOA: return character->soundWhoa;
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case CHAR_SOUND_EEUH: return character->soundEeuh;
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case CHAR_SOUND_ATTACKED: return character->soundAttacked;
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case CHAR_SOUND_OOOF: return character->soundOoof;
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case CHAR_SOUND_OOOF2: return character->soundOoof2;
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case CHAR_SOUND_HERE_WE_GO: return character->soundHereWeGo;
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case CHAR_SOUND_YAWNING: return character->soundYawning;
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case CHAR_SOUND_SNORING1: return character->soundSnoring1;
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case CHAR_SOUND_SNORING2: return character->soundSnoring2;
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case CHAR_SOUND_WAAAOOOW: return character->soundWaaaooow;
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case CHAR_SOUND_HAHA: return character->soundHaha;
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case CHAR_SOUND_HAHA_2: return character->soundHaha_2;
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case CHAR_SOUND_UH2: return character->soundUh2;
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case CHAR_SOUND_UH2_2: return character->soundUh2_2;
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case CHAR_SOUND_ON_FIRE: return character->soundOnFire;
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case CHAR_SOUND_DYING: return character->soundDying;
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case CHAR_SOUND_PANTING_COLD: return character->soundPantingCold;
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case CHAR_SOUND_PANTING: return character->soundPanting;
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case CHAR_SOUND_COUGHING1: return character->soundCoughing1;
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case CHAR_SOUND_COUGHING2: return character->soundCoughing2;
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case CHAR_SOUND_COUGHING3: return character->soundCoughing3;
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case CHAR_SOUND_PUNCH_YAH: return character->soundPunchYah;
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case CHAR_SOUND_PUNCH_HOO: return character->soundPunchHoo;
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case CHAR_SOUND_MAMA_MIA: return character->soundMamaMia;
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case CHAR_SOUND_GROUND_POUND_WAH: return character->soundGroundPoundWah;
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case CHAR_SOUND_DROWNING: return character->soundDrowning;
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case CHAR_SOUND_PUNCH_WAH: return character->soundPunchWah;
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case CHAR_SOUND_YAHOO_WAHA_YIPPEE: return character->soundYahooWahaYippee;
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case CHAR_SOUND_DOH: return character->soundDoh;
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case CHAR_SOUND_GAME_OVER: return character->soundGameOver;
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case CHAR_SOUND_HELLO: return character->soundHello;
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case CHAR_SOUND_PRESS_START_TO_PLAY: return character->soundPressStartToPlay;
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case CHAR_SOUND_TWIRL_BOUNCE: return character->soundTwirlBounce;
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case CHAR_SOUND_SNORING3: return character->soundSnoring3;
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case CHAR_SOUND_SO_LONGA_BOWSER: return character->soundSoLongaBowser;
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case CHAR_SOUND_IMA_TIRED: return character->soundImaTired;
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case CHAR_SOUND_LETS_A_GO: return character->soundLetsAGo;
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case CHAR_SOUND_OKEY_DOKEY: return character->soundOkeyDokey;
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default: return 0;
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}
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if (characterSound < 0 || characterSound >= CHAR_SOUND_MAX) { return 0; }
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return character->sounds[characterSound];
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}
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static void play_character_sound_internal(struct MarioState *m, enum CharacterSound characterSound, u32 offset, u32 flags) {
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@ -1655,216 +1611,6 @@ 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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struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
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switch (characterAnim) {
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case CHAR_ANIM_SLOW_LEDGE_GRAB: return character->animSlowLedgeGrab;
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case CHAR_ANIM_FALL_OVER_BACKWARDS: return character->animFallOverBackwards;
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case CHAR_ANIM_BACKWARD_AIR_KB: return character->animBackwardAirKb;
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case CHAR_ANIM_DYING_ON_BACK: return character->animDyingOnBack;
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case CHAR_ANIM_BACKFLIP: return character->animBackflip;
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case CHAR_ANIM_CLIMB_UP_POLE: return character->animClimbUpPole;
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case CHAR_ANIM_GRAB_POLE_SHORT: return character->animGrabPoleShort;
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case CHAR_ANIM_GRAB_POLE_SWING_PART1: return character->animGrabPoleSwingPart1;
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case CHAR_ANIM_GRAB_POLE_SWING_PART2: return character->animGrabPoleSwingPart2;
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case CHAR_ANIM_HANDSTAND_IDLE: return character->animHandstandIdle;
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case CHAR_ANIM_HANDSTAND_JUMP: return character->animHandstandJump;
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case CHAR_ANIM_START_HANDSTAND: return character->animStartHandstand;
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case CHAR_ANIM_RETURN_FROM_HANDSTAND: return character->animReturnFromHandstand;
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case CHAR_ANIM_IDLE_ON_POLE: return character->animIdleOnPole;
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case CHAR_ANIM_A_POSE: return character->animAPose;
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case CHAR_ANIM_SKID_ON_GROUND: return character->animSkidOnGround;
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case CHAR_ANIM_STOP_SKID: return character->animStopSkid;
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case CHAR_ANIM_CROUCH_FROM_FAST_LONGJUMP: return character->animCrouchFromFastLongjump;
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case CHAR_ANIM_CROUCH_FROM_SLOW_LONGJUMP: return character->animCrouchFromSlowLongjump;
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case CHAR_ANIM_FAST_LONGJUMP: return character->animFastLongjump;
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case CHAR_ANIM_SLOW_LONGJUMP: return character->animSlowLongjump;
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case CHAR_ANIM_AIRBORNE_ON_STOMACH: return character->animAirborneOnStomach;
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case CHAR_ANIM_WALK_WITH_LIGHT_OBJ: return character->animWalkWithLightObj;
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case CHAR_ANIM_RUN_WITH_LIGHT_OBJ: return character->animRunWithLightObj;
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case CHAR_ANIM_SLOW_WALK_WITH_LIGHT_OBJ: return character->animSlowWalkWithLightObj;
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case CHAR_ANIM_SHIVERING_WARMING_HAND: return character->animShiveringWarmingHand;
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case CHAR_ANIM_SHIVERING_RETURN_TO_IDLE: return character->animShiveringReturnToIdle;
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case CHAR_ANIM_SHIVERING: return character->animShivering;
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case CHAR_ANIM_CLIMB_DOWN_LEDGE: return character->animClimbDownLedge;
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case CHAR_ANIM_CREDITS_WAVING: return character->animCreditsWaving;
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case CHAR_ANIM_CREDITS_LOOK_UP: return character->animCreditsLookUp;
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case CHAR_ANIM_CREDITS_RETURN_FROM_LOOK_UP: return character->animCreditsReturnFromLookUp;
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case CHAR_ANIM_CREDITS_RAISE_HAND: return character->animCreditsRaiseHand;
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case CHAR_ANIM_CREDITS_LOWER_HAND: return character->animCreditsLowerHand;
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case CHAR_ANIM_CREDITS_TAKE_OFF_CAP: return character->animCreditsTakeOffCap;
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case CHAR_ANIM_CREDITS_START_WALK_LOOK_UP: return character->animCreditsStartWalkLookUp;
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case CHAR_ANIM_CREDITS_LOOK_BACK_THEN_RUN: return character->animCreditsLookBackThenRun;
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case CHAR_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN: return character->animFinalBowserRaiseHandSpin;
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case CHAR_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF: return character->animFinalBowserWingCapTakeOff;
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case CHAR_ANIM_CREDITS_PEACE_SIGN: return character->animCreditsPeaceSign;
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case CHAR_ANIM_STAND_UP_FROM_LAVA_BOOST: return character->animStandUpFromLavaBoost;
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case CHAR_ANIM_FIRE_LAVA_BURN: return character->animFireLavaBurn;
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case CHAR_ANIM_WING_CAP_FLY: return character->animWingCapFly;
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case CHAR_ANIM_HANG_ON_OWL: return character->animHangOnOwl;
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case CHAR_ANIM_LAND_ON_STOMACH: return character->animLandOnStomach;
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case CHAR_ANIM_AIR_FORWARD_KB: return character->animAirForwardKb;
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case CHAR_ANIM_DYING_ON_STOMACH: return character->animDyingOnStomach;
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case CHAR_ANIM_SUFFOCATING: return character->animSuffocating;
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case CHAR_ANIM_COUGHING: return character->animCoughing;
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case CHAR_ANIM_THROW_CATCH_KEY: return character->animThrowCatchKey;
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case CHAR_ANIM_DYING_FALL_OVER: return character->animDyingFallOver;
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case CHAR_ANIM_IDLE_ON_LEDGE: return character->animIdleOnLedge;
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case CHAR_ANIM_FAST_LEDGE_GRAB: return character->animFastLedgeGrab;
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case CHAR_ANIM_HANG_ON_CEILING: return character->animHangOnCeiling;
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case CHAR_ANIM_PUT_CAP_ON: return character->animPutCapOn;
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case CHAR_ANIM_TAKE_CAP_OFF_THEN_ON: return character->animTakeCapOffThenOn;
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case CHAR_ANIM_QUICKLY_PUT_CAP_ON: return character->animQuicklyPutCapOn;
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case CHAR_ANIM_HEAD_STUCK_IN_GROUND: return character->animHeadStuckInGround;
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case CHAR_ANIM_GROUND_POUND_LANDING: return character->animGroundPoundLanding;
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case CHAR_ANIM_TRIPLE_JUMP_GROUND_POUND: return character->animTripleJumpGroundPound;
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case CHAR_ANIM_START_GROUND_POUND: return character->animStartGroundPound;
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case CHAR_ANIM_GROUND_POUND: return character->animGroundPound;
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case CHAR_ANIM_BOTTOM_STUCK_IN_GROUND: return character->animBottomStuckInGround;
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case CHAR_ANIM_IDLE_WITH_LIGHT_OBJ: return character->animIdleWithLightObj;
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case CHAR_ANIM_JUMP_LAND_WITH_LIGHT_OBJ: return character->animJumpLandWithLightObj;
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case CHAR_ANIM_JUMP_WITH_LIGHT_OBJ: return character->animJumpWithLightObj;
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case CHAR_ANIM_FALL_LAND_WITH_LIGHT_OBJ: return character->animFallLandWithLightObj;
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case CHAR_ANIM_FALL_WITH_LIGHT_OBJ: return character->animFallWithLightObj;
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case CHAR_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ: return character->animFallFromSlidingWithLightObj;
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case CHAR_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ: return character->animSlidingOnBottomWithLightObj;
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case CHAR_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ:return character->animStandUpFromSlidingWithLightObj;
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case CHAR_ANIM_RIDING_SHELL: return character->animRidingShell;
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case CHAR_ANIM_WALKING: return character->animWalking;
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case CHAR_ANIM_FORWARD_FLIP: return character->animForwardFlip;
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case CHAR_ANIM_JUMP_RIDING_SHELL: return character->animJumpRidingShell;
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case CHAR_ANIM_LAND_FROM_DOUBLE_JUMP: return character->animLandFromDoubleJump;
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case CHAR_ANIM_DOUBLE_JUMP_FALL: return character->animDoubleJumpFall;
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case CHAR_ANIM_SINGLE_JUMP: return character->animSingleJump;
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case CHAR_ANIM_LAND_FROM_SINGLE_JUMP: return character->animLandFromSingleJump;
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case CHAR_ANIM_AIR_KICK: return character->animAirKick;
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case CHAR_ANIM_DOUBLE_JUMP_RISE: return character->animDoubleJumpRise;
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case CHAR_ANIM_START_FORWARD_SPINNING: return character->animStartForwardSpinning;
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case CHAR_ANIM_THROW_LIGHT_OBJECT: return character->animThrowLightObject;
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case CHAR_ANIM_FALL_FROM_SLIDE_KICK: return character->animFallFromSlideKick;
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case CHAR_ANIM_BEND_KNESS_RIDING_SHELL: return character->animBendKnessRidingShell;
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case CHAR_ANIM_LEGS_STUCK_IN_GROUND: return character->animLegsStuckInGround;
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case CHAR_ANIM_GENERAL_FALL: return character->animGeneralFall;
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case CHAR_ANIM_GENERAL_LAND: return character->animGeneralLand;
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case CHAR_ANIM_BEING_GRABBED: return character->animBeingGrabbed;
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case CHAR_ANIM_GRAB_HEAVY_OBJECT: return character->animGrabHeavyObject;
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case CHAR_ANIM_SLOW_LAND_FROM_DIVE: return character->animSlowLandFromDive;
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case CHAR_ANIM_FLY_FROM_CANNON: return character->animFlyFromCannon;
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case CHAR_ANIM_MOVE_ON_WIRE_NET_RIGHT: return character->animMoveOnWireNetRight;
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case CHAR_ANIM_MOVE_ON_WIRE_NET_LEFT: return character->animMoveOnWireNetLeft;
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case CHAR_ANIM_MISSING_CAP: return character->animMissingCap;
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case CHAR_ANIM_PULL_DOOR_WALK_IN: return character->animPullDoorWalkIn;
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case CHAR_ANIM_PUSH_DOOR_WALK_IN: return character->animPushDoorWalkIn;
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case CHAR_ANIM_UNLOCK_DOOR: return character->animUnlockDoor;
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case CHAR_ANIM_START_REACH_POCKET: return character->animStartReachPocket;
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case CHAR_ANIM_REACH_POCKET: return character->animReachPocket;
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case CHAR_ANIM_STOP_REACH_POCKET: return character->animStopReachPocket;
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case CHAR_ANIM_GROUND_THROW: return character->animGroundThrow;
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case CHAR_ANIM_GROUND_KICK: return character->animGroundKick;
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case CHAR_ANIM_FIRST_PUNCH: return character->animFirstPunch;
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case CHAR_ANIM_SECOND_PUNCH: return character->animSecondPunch;
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case CHAR_ANIM_FIRST_PUNCH_FAST: return character->animFirstPunchFast;
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case CHAR_ANIM_SECOND_PUNCH_FAST: return character->animSecondPunchFast;
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case CHAR_ANIM_PICK_UP_LIGHT_OBJ: return character->animPickUpLightObj;
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case CHAR_ANIM_PUSHING: return character->animPushing;
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case CHAR_ANIM_START_RIDING_SHELL: return character->animStartRidingShell;
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case CHAR_ANIM_PLACE_LIGHT_OBJ: return character->animPlaceLightObj;
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case CHAR_ANIM_FORWARD_SPINNING: return character->animForwardSpinning;
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case CHAR_ANIM_BACKWARD_SPINNING: return character->animBackwardSpinning;
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case CHAR_ANIM_BREAKDANCE: return character->animBreakdance;
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case CHAR_ANIM_RUNNING: return character->animRunning;
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case CHAR_ANIM_RUNNING_UNUSED: return character->animRunningUnused;
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case CHAR_ANIM_SOFT_BACK_KB: return character->animSoftBackKb;
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case CHAR_ANIM_SOFT_FRONT_KB: return character->animSoftFrontKb;
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case CHAR_ANIM_DYING_IN_QUICKSAND: return character->animDyingInQuicksand;
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case CHAR_ANIM_IDLE_IN_QUICKSAND: return character->animIdleInQuicksand;
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case CHAR_ANIM_MOVE_IN_QUICKSAND: return character->animMoveInQuicksand;
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case CHAR_ANIM_ELECTROCUTION: return character->animElectrocution;
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case CHAR_ANIM_SHOCKED: return character->animShocked;
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case CHAR_ANIM_BACKWARD_KB: return character->animBackwardKb;
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case CHAR_ANIM_FORWARD_KB: return character->animForwardKb;
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case CHAR_ANIM_IDLE_HEAVY_OBJ: return character->animIdleHeavyObj;
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case CHAR_ANIM_STAND_AGAINST_WALL: return character->animStandAgainstWall;
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case CHAR_ANIM_SIDESTEP_LEFT: return character->animSidestepLeft;
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case CHAR_ANIM_SIDESTEP_RIGHT: return character->animSidestepRight;
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case CHAR_ANIM_START_SLEEP_IDLE: return character->animStartSleepIdle;
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case CHAR_ANIM_START_SLEEP_SCRATCH: return character->animStartSleepScratch;
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case CHAR_ANIM_START_SLEEP_YAWN: return character->animStartSleepYawn;
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case CHAR_ANIM_START_SLEEP_SITTING: return character->animStartSleepSitting;
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case CHAR_ANIM_SLEEP_IDLE: return character->animSleepIdle;
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case CHAR_ANIM_SLEEP_START_LYING: return character->animSleepStartLying;
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case CHAR_ANIM_SLEEP_LYING: return character->animSleepLying;
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case CHAR_ANIM_DIVE: return character->animDive;
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case CHAR_ANIM_SLIDE_DIVE: return character->animSlideDive;
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case CHAR_ANIM_GROUND_BONK: return character->animGroundBonk;
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case CHAR_ANIM_STOP_SLIDE_LIGHT_OBJ: return character->animStopSlideLightObj;
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case CHAR_ANIM_SLIDE_KICK: return character->animSlideKick;
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case CHAR_ANIM_CROUCH_FROM_SLIDE_KICK: return character->animCrouchFromSlideKick;
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case CHAR_ANIM_SLIDE_MOTIONLESS: return character->animSlideMotionless;
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case CHAR_ANIM_STOP_SLIDE: return character->animStopSlide;
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case CHAR_ANIM_FALL_FROM_SLIDE: return character->animFallFromSlide;
|
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case CHAR_ANIM_SLIDE: return character->animSlide;
|
||||
case CHAR_ANIM_TIPTOE: return character->animTiptoe;
|
||||
case CHAR_ANIM_TWIRL_LAND: return character->animTwirlLand;
|
||||
case CHAR_ANIM_TWIRL: return character->animTwirl;
|
||||
case CHAR_ANIM_START_TWIRL: return character->animStartTwirl;
|
||||
case CHAR_ANIM_STOP_CROUCHING: return character->animStopCrouching;
|
||||
case CHAR_ANIM_START_CROUCHING: return character->animStartCrouching;
|
||||
case CHAR_ANIM_CROUCHING: return character->animCrouching;
|
||||
case CHAR_ANIM_CRAWLING: return character->animCrawling;
|
||||
case CHAR_ANIM_STOP_CRAWLING: return character->animStopCrawling;
|
||||
case CHAR_ANIM_START_CRAWLING: return character->animStartCrawling;
|
||||
case CHAR_ANIM_SUMMON_STAR: return character->animSummonStar;
|
||||
case CHAR_ANIM_RETURN_STAR_APPROACH_DOOR: return character->animReturnStarApproachDoor;
|
||||
case CHAR_ANIM_BACKWARDS_WATER_KB: return character->animBackwardsWaterKb;
|
||||
case CHAR_ANIM_SWIM_WITH_OBJ_PART1: return character->animSwimWithObjPart1;
|
||||
case CHAR_ANIM_SWIM_WITH_OBJ_PART2: return character->animSwimWithObjPart2;
|
||||
case CHAR_ANIM_FLUTTERKICK_WITH_OBJ: return character->animFlutterkickWithObj;
|
||||
case CHAR_ANIM_WATER_ACTION_END_WITH_OBJ: return character->animWaterActionEndWithObj;
|
||||
case CHAR_ANIM_STOP_GRAB_OBJ_WATER: return character->animStopGrabObjWater;
|
||||
case CHAR_ANIM_WATER_IDLE_WITH_OBJ: return character->animWaterIdleWithObj;
|
||||
case CHAR_ANIM_DROWNING_PART1: return character->animDrowningPart1;
|
||||
case CHAR_ANIM_DROWNING_PART2: return character->animDrowningPart2;
|
||||
case CHAR_ANIM_WATER_DYING: return character->animWaterDying;
|
||||
case CHAR_ANIM_WATER_FORWARD_KB: return character->animWaterForwardKb;
|
||||
case CHAR_ANIM_FALL_FROM_WATER: return character->animFallFromWater;
|
||||
case CHAR_ANIM_SWIM_PART1: return character->animSwimPart1;
|
||||
case CHAR_ANIM_SWIM_PART2: return character->animSwimPart2;
|
||||
case CHAR_ANIM_FLUTTERKICK: return character->animFlutterkick;
|
||||
case CHAR_ANIM_WATER_ACTION_END: return character->animWaterActionEnd;
|
||||
case CHAR_ANIM_WATER_PICK_UP_OBJ: return character->animWaterPickUpObj;
|
||||
case CHAR_ANIM_WATER_GRAB_OBJ_PART2: return character->animWaterGrabObjPart2;
|
||||
case CHAR_ANIM_WATER_GRAB_OBJ_PART1: return character->animWaterGrabObjPart1;
|
||||
case CHAR_ANIM_WATER_THROW_OBJ: return character->animWaterThrowObj;
|
||||
case CHAR_ANIM_WATER_IDLE: return character->animWaterIdle;
|
||||
case CHAR_ANIM_WATER_STAR_DANCE: return character->animWaterStarDance;
|
||||
case CHAR_ANIM_RETURN_FROM_WATER_STAR_DANCE: return character->animReturnFromWaterStarDance;
|
||||
case CHAR_ANIM_GRAB_BOWSER: return character->animGrabBowser;
|
||||
case CHAR_ANIM_SWINGING_BOWSER: return character->animSwingingBowser;
|
||||
case CHAR_ANIM_RELEASE_BOWSER: return character->animReleaseBowser;
|
||||
case CHAR_ANIM_HOLDING_BOWSER: return character->animHoldingBowser;
|
||||
case CHAR_ANIM_HEAVY_THROW: return character->animHeavyThrow;
|
||||
case CHAR_ANIM_WALK_PANTING: return character->animWalkPanting;
|
||||
case CHAR_ANIM_WALK_WITH_HEAVY_OBJ: return character->animWalkWithHeavyObj;
|
||||
case CHAR_ANIM_TURNING_PART1: return character->animTurningPart1;
|
||||
case CHAR_ANIM_TURNING_PART2: return character->animTurningPart2;
|
||||
case CHAR_ANIM_SLIDEFLIP_LAND: return character->animSlideflipLand;
|
||||
case CHAR_ANIM_SLIDEFLIP: return character->animSlideflip;
|
||||
case CHAR_ANIM_TRIPLE_JUMP_LAND: return character->animTripleJumpLand;
|
||||
case CHAR_ANIM_TRIPLE_JUMP: return character->animTripleJump;
|
||||
case CHAR_ANIM_FIRST_PERSON: return character->animFirstPerson;
|
||||
case CHAR_ANIM_IDLE_HEAD_LEFT: return character->animIdleHeadLeft;
|
||||
case CHAR_ANIM_IDLE_HEAD_RIGHT: return character->animIdleHeadRight;
|
||||
case CHAR_ANIM_IDLE_HEAD_CENTER: return character->animIdleHeadCenter;
|
||||
case CHAR_ANIM_HANDSTAND_LEFT: return character->animHandstandLeft;
|
||||
case CHAR_ANIM_HANDSTAND_RIGHT: return character->animHandstandRight;
|
||||
case CHAR_ANIM_WAKE_FROM_SLEEP: return character->animWakeFromSleep;
|
||||
case CHAR_ANIM_WAKE_FROM_LYING: return character->animWakeFromLying;
|
||||
case CHAR_ANIM_START_TIPTOE: return character->animStartTiptoe;
|
||||
case CHAR_ANIM_SLIDEJUMP: return character->animSlidejump;
|
||||
case CHAR_ANIM_START_WALLKICK: return character->animStartWallkick;
|
||||
case CHAR_ANIM_STAR_DANCE: return character->animStarDance;
|
||||
case CHAR_ANIM_RETURN_FROM_STAR_DANCE: return character->animReturnFromStarDance;
|
||||
case CHAR_ANIM_FORWARD_SPINNING_FLIP: return character->animForwardSpinningFlip;
|
||||
case CHAR_ANIM_TRIPLE_JUMP_FLY: return character->animTripleJumpFly;
|
||||
default: return 0;
|
||||
}
|
||||
if (characterAnim < 0 || characterAnim >= CHAR_ANIM_MAX) { return 0; }
|
||||
return character->anims[characterAnim];
|
||||
}
|
||||
|
|
@ -33,6 +33,54 @@ enum CharacterType {
|
|||
CT_MAX
|
||||
};
|
||||
|
||||
enum CharacterSound {
|
||||
CHAR_SOUND_YAH_WAH_HOO,
|
||||
CHAR_SOUND_HOOHOO,
|
||||
CHAR_SOUND_YAHOO,
|
||||
CHAR_SOUND_UH,
|
||||
CHAR_SOUND_HRMM,
|
||||
CHAR_SOUND_WAH2,
|
||||
CHAR_SOUND_WHOA,
|
||||
CHAR_SOUND_EEUH,
|
||||
CHAR_SOUND_ATTACKED,
|
||||
CHAR_SOUND_OOOF,
|
||||
CHAR_SOUND_OOOF2,
|
||||
CHAR_SOUND_HERE_WE_GO,
|
||||
CHAR_SOUND_YAWNING,
|
||||
CHAR_SOUND_SNORING1,
|
||||
CHAR_SOUND_SNORING2,
|
||||
CHAR_SOUND_WAAAOOOW,
|
||||
CHAR_SOUND_HAHA,
|
||||
CHAR_SOUND_HAHA_2,
|
||||
CHAR_SOUND_UH2,
|
||||
CHAR_SOUND_UH2_2,
|
||||
CHAR_SOUND_ON_FIRE,
|
||||
CHAR_SOUND_DYING,
|
||||
CHAR_SOUND_PANTING_COLD,
|
||||
CHAR_SOUND_PANTING,
|
||||
CHAR_SOUND_COUGHING1,
|
||||
CHAR_SOUND_COUGHING2,
|
||||
CHAR_SOUND_COUGHING3,
|
||||
CHAR_SOUND_PUNCH_YAH,
|
||||
CHAR_SOUND_PUNCH_HOO,
|
||||
CHAR_SOUND_MAMA_MIA,
|
||||
CHAR_SOUND_GROUND_POUND_WAH,
|
||||
CHAR_SOUND_DROWNING,
|
||||
CHAR_SOUND_PUNCH_WAH,
|
||||
CHAR_SOUND_YAHOO_WAHA_YIPPEE,
|
||||
CHAR_SOUND_DOH,
|
||||
CHAR_SOUND_GAME_OVER,
|
||||
CHAR_SOUND_HELLO,
|
||||
CHAR_SOUND_PRESS_START_TO_PLAY,
|
||||
CHAR_SOUND_TWIRL_BOUNCE,
|
||||
CHAR_SOUND_SNORING3,
|
||||
CHAR_SOUND_SO_LONGA_BOWSER,
|
||||
CHAR_SOUND_IMA_TIRED,
|
||||
CHAR_SOUND_LETS_A_GO,
|
||||
CHAR_SOUND_OKEY_DOKEY,
|
||||
CHAR_SOUND_MAX // MUST BE LAST
|
||||
};
|
||||
|
||||
struct Character {
|
||||
enum CharacterType type;
|
||||
char* name;
|
||||
|
|
@ -54,6 +102,9 @@ struct Character {
|
|||
f32 animOffsetFeet;
|
||||
f32 animOffsetHand;
|
||||
|
||||
// anims
|
||||
union {
|
||||
struct {
|
||||
/* 0x00 */s32 animSlowLedgeGrab;
|
||||
/* 0x01 */s32 animFallOverBackwards;
|
||||
/* 0x02 */s32 animBackwardAirKb;
|
||||
|
|
@ -263,8 +314,14 @@ struct Character {
|
|||
/* 0xce */s32 animReturnFromStarDance;
|
||||
/* 0xcf */s32 animForwardSpinningFlip;
|
||||
/* 0xd0 */s32 animTripleJumpFly;
|
||||
};
|
||||
s32 anims[CHAR_ANIM_MAX];
|
||||
};
|
||||
|
||||
// sounds
|
||||
f32 soundFreqScale;
|
||||
union {
|
||||
struct {
|
||||
s32 soundYahWahHoo;
|
||||
s32 soundHoohoo;
|
||||
s32 soundYahoo;
|
||||
|
|
@ -309,54 +366,9 @@ struct Character {
|
|||
s32 soundImaTired;
|
||||
s32 soundLetsAGo;
|
||||
s32 soundOkeyDokey;
|
||||
};
|
||||
|
||||
enum CharacterSound {
|
||||
CHAR_SOUND_YAH_WAH_HOO,
|
||||
CHAR_SOUND_HOOHOO,
|
||||
CHAR_SOUND_YAHOO,
|
||||
CHAR_SOUND_UH,
|
||||
CHAR_SOUND_HRMM,
|
||||
CHAR_SOUND_WAH2,
|
||||
CHAR_SOUND_WHOA,
|
||||
CHAR_SOUND_EEUH,
|
||||
CHAR_SOUND_ATTACKED,
|
||||
CHAR_SOUND_OOOF,
|
||||
CHAR_SOUND_OOOF2,
|
||||
CHAR_SOUND_HERE_WE_GO,
|
||||
CHAR_SOUND_YAWNING,
|
||||
CHAR_SOUND_SNORING1,
|
||||
CHAR_SOUND_SNORING2,
|
||||
CHAR_SOUND_WAAAOOOW,
|
||||
CHAR_SOUND_HAHA,
|
||||
CHAR_SOUND_HAHA_2,
|
||||
CHAR_SOUND_UH2,
|
||||
CHAR_SOUND_UH2_2,
|
||||
CHAR_SOUND_ON_FIRE,
|
||||
CHAR_SOUND_DYING,
|
||||
CHAR_SOUND_PANTING_COLD,
|
||||
CHAR_SOUND_PANTING,
|
||||
CHAR_SOUND_COUGHING1,
|
||||
CHAR_SOUND_COUGHING2,
|
||||
CHAR_SOUND_COUGHING3,
|
||||
CHAR_SOUND_PUNCH_YAH,
|
||||
CHAR_SOUND_PUNCH_HOO,
|
||||
CHAR_SOUND_MAMA_MIA,
|
||||
CHAR_SOUND_GROUND_POUND_WAH,
|
||||
CHAR_SOUND_DROWNING,
|
||||
CHAR_SOUND_PUNCH_WAH,
|
||||
CHAR_SOUND_YAHOO_WAHA_YIPPEE,
|
||||
CHAR_SOUND_DOH,
|
||||
CHAR_SOUND_GAME_OVER,
|
||||
CHAR_SOUND_HELLO,
|
||||
CHAR_SOUND_PRESS_START_TO_PLAY,
|
||||
CHAR_SOUND_TWIRL_BOUNCE,
|
||||
CHAR_SOUND_SNORING3,
|
||||
CHAR_SOUND_SO_LONGA_BOWSER,
|
||||
CHAR_SOUND_IMA_TIRED,
|
||||
CHAR_SOUND_LETS_A_GO,
|
||||
CHAR_SOUND_OKEY_DOKEY,
|
||||
CHAR_SOUND_MAX // MUST BE LAST
|
||||
};
|
||||
s32 sounds[CHAR_SOUND_MAX];
|
||||
};
|
||||
};
|
||||
|
||||
struct MarioState;
|
||||
|
|
|
|||
|
|
@ -537,6 +537,7 @@ static struct LuaObjectField sCharacterFields[LUA_CHARACTER_FIELD_COUNT] = {
|
|||
{ "animWaterStarDance", LVT_S32, offsetof(struct Character, animWaterStarDance), true, LOT_NONE },
|
||||
{ "animWaterThrowObj", LVT_S32, offsetof(struct Character, animWaterThrowObj), true, LOT_NONE },
|
||||
{ "animWingCapFly", LVT_S32, offsetof(struct Character, animWingCapFly), true, LOT_NONE },
|
||||
// { "anims", LOT_???, offsetof(struct Character, anims), true, LOT_??? }, <--- UNIMPLEMENTED
|
||||
{ "cameraHudHead", LVT_U32, offsetof(struct Character, cameraHudHead), true, LOT_NONE },
|
||||
// { "capEnemyDecalGfx", LVT_???, offsetof(struct Character, capEnemyDecalGfx), true, LOT_??? }, <--- UNIMPLEMENTED
|
||||
// { "capEnemyGfx", LVT_???, offsetof(struct Character, capEnemyGfx), true, LOT_??? }, <--- UNIMPLEMENTED
|
||||
|
|
@ -594,6 +595,7 @@ static struct LuaObjectField sCharacterFields[LUA_CHARACTER_FIELD_COUNT] = {
|
|||
{ "soundYahoo", LVT_S32, offsetof(struct Character, soundYahoo), true, LOT_NONE },
|
||||
{ "soundYahooWahaYippee", LVT_S32, offsetof(struct Character, soundYahooWahaYippee), true, LOT_NONE },
|
||||
{ "soundYawning", LVT_S32, offsetof(struct Character, soundYawning), true, LOT_NONE },
|
||||
// { "sounds", LOT_???, offsetof(struct Character, sounds), true, LOT_??? }, <--- UNIMPLEMENTED
|
||||
{ "torsoRotMult", LVT_F32, offsetof(struct Character, torsoRotMult), true, LOT_NONE },
|
||||
{ "type", LVT_S32, offsetof(struct Character, type), true, LOT_NONE },
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1983,6 +1983,7 @@ char gSmluaConstants[] = ""
|
|||
"CHAR_ANIM_RETURN_FROM_STAR_DANCE = 206\n"
|
||||
"CHAR_ANIM_FORWARD_SPINNING_FLIP = 207\n"
|
||||
"CHAR_ANIM_TRIPLE_JUMP_FLY = 208\n"
|
||||
"CHAR_ANIM_MAX = 209\n"
|
||||
"MARIO_EYES_BLINK = 0\n"
|
||||
"MARIO_EYES_OPEN = 1\n"
|
||||
"MARIO_EYES_HALF_CLOSED = 2\n"
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue