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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 *)
 Process animation?
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)

Process animation?

◆ 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)