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ftanim.h File Reference
#include "ft/types.h"
#include <melee/ft/forward.h>
#include <melee/it/forward.h>
#include <melee/lb/forward.h>

Go to the source code of this file.

Functions

void ftAnim_GetNextAnimJointInTree (HSD_AnimJoint **, int *)
 
void ftAnim_GetNextMatAnimJointInTree (HSD_MatAnimJoint **, int *)
 
void ftAnim_GetNextJointInTree (HSD_Joint **, s32 *pdepth)
 
void ftAnim_8006DF0C (Fighter *)
 
void ftAnim_8006E054 (Fighter *, HSD_JObj *, HSD_JObj *, HSD_JObj *)
 
void ftAnim_8006E7B8 (Fighter *, Fighter_Part)
 
void ftAnim_8006E9B4 (Fighter_GObj *)
 
void ftAnim_8006EBA4 (Fighter_GObj *)
 
void ftAnim_8006EBE8 (HSD_GObj *, float anim_start, float anim_rate, float anim_blend_frames)
 
void ftAnim_8006EDD0 (Fighter *, int, float, float)
 
void ftAnim_8006EED4 (Fighter *, Fighter_Part, FigaTree *, float, float)
 
void ftAnim_8006F0FC (Fighter_GObj *, float anim_rate)
 
void ftAnim_SetAnimRate (Fighter_GObj *, float)
 
bool ftAnim_IsFramesRemaining (Fighter_GObj *)
 
bool ftAnim_8006F368 (Fighter *, Fighter_Part)
 
float ftAnim_8006F3DC (Fighter_GObj *)
 
float ftAnim_8006F484 (Fighter_GObj *)
 
void ftAnim_8006F4C8 (Fighter *, bool, FigaTree *)
 
void ftAnim_8006F628 (Fighter *, Fighter_Part, bool)
 
void ftAnim_8006F7C8 (Fighter *, Fighter_Part, int, FigaTree *)
 
void ftAnim_8006F954 (Fighter *, Fighter_Part, bool, FigaTree *unused)
 
HSD_JointftAnim_8006F994 (Fighter *, HSD_JObj *, HSD_Joint *)
 
void ftAnim_8006FA58 (Fighter *, Fighter_Part, HSD_Joint *)
 
void ftAnim_8006FB88 (Fighter *, Fighter_Part, HSD_Joint *)
 
void ftAnim_8006FCE4 (Fighter *, bool)
 
void ftAnim_8006FE08 (Fighter *, bool)
 
void ftAnim_8006FE48 (Fighter_GObj *)
 
void ftAnim_8006FE9C (Fighter *, Fighter_Part start, float, float)
 
void ftAnim_8006FF74 (Fighter *, Fighter_Part start)
 
void ftAnim_80070010 (Fighter *, Fighter_Part, float, float, HSD_Joint *)
 
void ftAnim_80070108 (Fighter *, Fighter_Part, float, float, HSD_Joint *)
 
void ftAnim_80070200 (Fighter *, ftData_x8_x8 *, CostumeTObjList *, DObjList *)
 
void ftAnim_80070308 (Fighter_GObj *)
 
void ftAnim_80070458 (Fighter *, CostumeTObjList *, u32 tobj_idx, float frame)
 
void ftAnim_800704F0 (Fighter_GObj *, int tobj_idx, float frame)
 
void ftAnim_800705E0 (CostumeTObjList *tobj_list)
 
void ftAnim_80070654 (Fighter_GObj *)
 
void ftAnim_80070710 (HSD_JObj *, float frame)
 
void ftAnim_80070734 (HSD_JObj *, float frame)
 
void ftAnim_80070758 (HSD_JObj *)
 
void ftAnim_8007077C (Fighter_GObj *)
 
void ftAnim_800707B0 (Fighter_GObj *)
 
void ftAnim_80070904 (Fighter *, Fighter_Part start, HSD_AnimJoint *)
 
void ftAnim_80070A10 (Fighter *, Fighter_Part, FigaTree *)
 
void ftAnim_ApplyPartAnim (Fighter_GObj *, s32, s32, float)
 
void ftAnim_80070C48 (Fighter_GObj *, s32)
 
void ftAnim_80070CC4 (Fighter_GObj *, int)
 
void ftAnim_80070E74 (Fighter_GObj *)
 
void ftAnim_80070F28 (Fighter_GObj *)
 
void ftAnim_80070FB4 (Fighter_GObj *, s32, s32)
 
bool ftAnim_80070FD0 (Fighter *)
 

Function Documentation

◆ ftAnim_GetNextAnimJointInTree()

void ftAnim_GetNextAnimJointInTree ( HSD_AnimJoint **  panimjoint,
int *  pdepth 
)

◆ ftAnim_GetNextMatAnimJointInTree()

void ftAnim_GetNextMatAnimJointInTree ( HSD_MatAnimJoint **  pjoint,
int *  pdepth 
)

◆ ftAnim_GetNextJointInTree()

void ftAnim_GetNextJointInTree ( HSD_Joint **  pjoint,
s32 pdepth 
)

◆ ftAnim_8006DF0C()

void ftAnim_8006DF0C ( Fighter fp)

◆ ftAnim_8006E054()

void ftAnim_8006E054 ( Fighter fp,
HSD_JObj jobj,
HSD_JObj arg2,
HSD_JObj arg3 
)

◆ ftAnim_8006E7B8()

void ftAnim_8006E7B8 ( Fighter fp,
Fighter_Part  part 
)

◆ ftAnim_8006E9B4()

void ftAnim_8006E9B4 ( Fighter_GObj *  gobj)

◆ ftAnim_8006EBA4()

void ftAnim_8006EBA4 ( Fighter_GObj *  gobj)

◆ ftAnim_8006EBE8()

void ftAnim_8006EBE8 ( HSD_GObj gobj,
float  anim_start,
float  anim_rate,
float  anim_blend_frames 
)

◆ ftAnim_8006EDD0()

void ftAnim_8006EDD0 ( Fighter fp,
int  arg1,
float  arg8,
float  arg9 
)

◆ ftAnim_8006EED4()

void ftAnim_8006EED4 ( Fighter fp,
Fighter_Part  arg1,
FigaTree arg2,
float  frame,
float  speed 
)

◆ ftAnim_8006F0FC()

void ftAnim_8006F0FC ( Fighter_GObj *  gobj,
float  anim_rate 
)

◆ ftAnim_SetAnimRate()

void ftAnim_SetAnimRate ( Fighter_GObj *  gobj,
float  anim_rate 
)

◆ ftAnim_IsFramesRemaining()

bool ftAnim_IsFramesRemaining ( Fighter_GObj *  gobj)

◆ ftAnim_8006F368()

bool ftAnim_8006F368 ( Fighter fp,
Fighter_Part  part 
)

◆ ftAnim_8006F3DC()

float ftAnim_8006F3DC ( Fighter_GObj *  fighter_gobj)

◆ ftAnim_8006F484()

float ftAnim_8006F484 ( Fighter_GObj *  fighter_gobj)

◆ ftAnim_8006F4C8()

void ftAnim_8006F4C8 ( Fighter fp,
bool  do_blending,
FigaTree tree 
)

◆ ftAnim_8006F628()

void ftAnim_8006F628 ( Fighter fp,
Fighter_Part  part,
bool  do_blending 
)

◆ ftAnim_8006F7C8()

void ftAnim_8006F7C8 ( Fighter ft,
Fighter_Part  part,
int  arg2,
FigaTree tree 
)

◆ ftAnim_8006F954()

void ftAnim_8006F954 ( Fighter fp,
Fighter_Part  part,
bool  do_blending,
FigaTree unused 
)

◆ ftAnim_8006F994()

HSD_Joint * ftAnim_8006F994 ( Fighter fp,
HSD_JObj jobj,
HSD_Joint joint 
)

◆ ftAnim_8006FA58()

void ftAnim_8006FA58 ( Fighter fp,
Fighter_Part  part,
HSD_Joint joint 
)

◆ ftAnim_8006FB88()

void ftAnim_8006FB88 ( Fighter fp,
Fighter_Part  part,
HSD_Joint joint 
)

◆ ftAnim_8006FCE4()

void ftAnim_8006FCE4 ( Fighter fp,
bool  do_blending 
)

◆ ftAnim_8006FE08()

void ftAnim_8006FE08 ( Fighter fp,
bool  do_blending 
)

◆ ftAnim_8006FE48()

void ftAnim_8006FE48 ( Fighter_GObj *  fighter_gobj)

◆ ftAnim_8006FE9C()

void ftAnim_8006FE9C ( Fighter fp,
Fighter_Part  start,
float  t,
float  t_inv 
)

◆ ftAnim_8006FF74()

void ftAnim_8006FF74 ( Fighter fp,
Fighter_Part  start 
)

◆ ftAnim_80070010()

void ftAnim_80070010 ( Fighter fp,
Fighter_Part  start,
float  t,
float  t_inv,
HSD_Joint joint 
)

◆ ftAnim_80070108()

void ftAnim_80070108 ( Fighter fp,
Fighter_Part  start,
float  t,
float  t_inv,
HSD_Joint joint 
)

◆ ftAnim_80070200()

void ftAnim_80070200 ( Fighter fp,
ftData_x8_x8 r4,
CostumeTObjList r5,
DObjList r6 
)

◆ ftAnim_80070308()

void ftAnim_80070308 ( Fighter_GObj *  fighter_gobj)

◆ ftAnim_80070458()

void ftAnim_80070458 ( Fighter fp,
CostumeTObjList tobj_list,
u32  tobj_idx,
float  frame 
)

◆ ftAnim_800704F0()

void ftAnim_800704F0 ( Fighter_GObj *  gobj,
int  tobj_idx,
float  frame 
)

◆ ftAnim_800705E0()

void ftAnim_800705E0 ( CostumeTObjList tobj_list)

◆ ftAnim_80070654()

void ftAnim_80070654 ( Fighter_GObj *  fighter_gobj)

◆ ftAnim_80070710()

void ftAnim_80070710 ( HSD_JObj jobj,
float  frame 
)

◆ ftAnim_80070734()

void ftAnim_80070734 ( HSD_JObj jobj,
float  frame 
)

◆ ftAnim_80070758()

void ftAnim_80070758 ( HSD_JObj jobj)

◆ ftAnim_8007077C()

void ftAnim_8007077C ( Fighter_GObj *  gobj)

◆ ftAnim_800707B0()

void ftAnim_800707B0 ( Fighter_GObj *  arg0)

◆ ftAnim_80070904()

void ftAnim_80070904 ( Fighter fp,
Fighter_Part  start,
HSD_AnimJoint animjoint 
)

◆ ftAnim_80070A10()

void ftAnim_80070A10 ( Fighter ft,
Fighter_Part  part,
FigaTree tree 
)
Todo:
: inline this

◆ ftAnim_ApplyPartAnim()

void ftAnim_ApplyPartAnim ( Fighter_GObj *  ,
s32  ,
s32  ,
float   
)

◆ ftAnim_80070C48()

void ftAnim_80070C48 ( Fighter_GObj *  gobj,
s32  arg1 
)

◆ ftAnim_80070CC4()

void ftAnim_80070CC4 ( Fighter_GObj *  gobj,
int  arg1 
)

◆ ftAnim_80070E74()

void ftAnim_80070E74 ( Fighter_GObj *  gobj)
Todo:
: inline ftAnim_80070C48 here?

◆ ftAnim_80070F28()

void ftAnim_80070F28 ( Fighter_GObj *  )

◆ ftAnim_80070FB4()

void ftAnim_80070FB4 ( Fighter_GObj *  arg0,
s32  arg1,
s32  arg2 
)

◆ ftAnim_80070FD0()

bool ftAnim_80070FD0 ( Fighter fp)