Paper Mario DX
Paper Mario (N64) modding
 
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MunchlesiaReset_anim.c
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1#include "common.h"
2#include "animation_script.h"
3
5extern Vtx D_0A000000_E6E660[];
6
8 as_SetRotation(1, 0.0, 0.0, 0.0)
9 as_SetPos(1, 0, 0, 0)
10 as_SetScale(1, 1.0, 1.0, 1.0)
11 as_SetRotation(2, 0.0, 0.0, 0.0)
12 as_SetPos(2, 0, 0, 0)
13 as_SetScale(2, 1.0, 1.0, 1.0)
14 as_SetRotation(3, 0.0, 0.0, 0.0)
15 as_SetPos(3, 0, 0, 0)
16 as_SetScale(3, 1.0, 1.0, 1.0)
18 as_End
19};
20
22 as_SetRotation(1, 0.0, 0.0, 0.0)
23 as_SetPos(1, 0, 0, 0)
24 as_SetScale(1, 1.0, 1.0, 1.0)
25 as_SetRotation(2, 0.0, 0.0, 0.0)
26 as_SetPos(2, 0, 0, 0)
27 as_SetScale(2, 1.0, 1.0, 1.0)
28 as_SetRotation(3, 0.0, 0.0, 0.0)
29 as_SetPos(3, 0, 0, 0)
30 as_SetScale(3, 1.0, 1.0, 1.0)
31 as_SetRotation(4, 0.0, 0.0, 0.0)
32 as_SetPos(4, 0, 2, 0)
33 as_SetScale(4, 1.0, 1.0, 1.0)
34 as_SetRotation(5, 0.0, 0.0, 0.0)
35 as_SetPos(5, 0, 4, 0)
36 as_SetScale(5, 1.0, 1.0, 1.0)
37 as_SetRotation(6, 0.0, 0.0, 0.0)
38 as_SetPos(6, 0, 5, 0)
39 as_SetScale(6, 1.0, 1.0, 1.0)
40 as_SetRotation(7, 0.0, 0.0, 0.0)
41 as_SetPos(7, 0, 4, 0)
42 as_SetScale(7, 1.0, 1.0, 1.0)
44 as_SetRotation(8, 0.0, 0.0, 0.0)
45 as_SetPos(8, 0, 4, 0)
46 as_SetScale(8, 1.0, 1.0, 1.0)
47 as_Wait(1)
48 as_Wait(1)
49 as_Wait(1)
50 as_Wait(1)
51 as_Wait(1)
52 as_Wait(1)
53 as_Wait(1)
54 as_Wait(1)
55 as_Wait(1)
56 as_Wait(1)
57 as_Wait(1)
58 as_Wait(1)
59 as_Wait(1)
60 as_Wait(1)
61 as_Wait(1)
62 as_Wait(1)
63 as_Wait(1)
64 as_Wait(1)
65 as_Wait(1)
66 as_Wait(1)
67 as_Wait(1)
68 as_Wait(1)
69 as_Wait(1)
70 as_Wait(1)
71 as_Wait(1)
72 as_Wait(1)
73 as_Wait(1)
74 as_Wait(1)
75 as_Wait(1)
76 as_Wait(1)
77 as_Wait(1)
78 as_Wait(1)
79 as_Wait(1)
80 as_Wait(1)
81 as_Wait(1)
82 as_Wait(1)
83 as_Wait(1)
84 as_Wait(1)
85 as_Wait(1)
86 as_Wait(1)
87 as_Wait(1)
88 as_Wait(1)
89 as_Wait(1)
90 as_Wait(1)
91 as_Wait(1)
92 as_Wait(1)
93 as_Wait(1)
94 as_Wait(1)
95 as_Wait(1)
96 as_Wait(1)
97 as_Wait(1)
98 as_Wait(1)
99 as_Wait(1)
100 as_Wait(1)
101 as_Wait(1)
102 as_Wait(1)
103 as_Wait(1)
104 as_Wait(1)
105 as_Wait(1)
106 as_Wait(1)
107 as_Wait(1)
108 as_Wait(1)
109 as_Wait(1)
110 as_Wait(1)
111 as_Wait(1)
112 as_Wait(1)
113 as_Wait(1)
114 as_Wait(1)
115 as_Wait(1)
116 as_Wait(1)
117 as_Wait(1)
118 as_Wait(1)
119 as_Wait(1)
120 as_Wait(1)
121 as_Wait(1)
122 as_Wait(1)
123 as_Wait(1)
124 as_Wait(1)
125 as_Wait(1)
126 as_Wait(1)
127 as_Wait(1)
128 as_Wait(1)
129 as_Wait(1)
130 as_Wait(1)
131 as_Wait(1)
132 as_Wait(1)
133 as_Wait(1)
134 as_Wait(1)
135 as_Wait(1)
136 as_Wait(1)
137 as_Wait(1)
138 as_Wait(1)
139 as_Wait(1)
140 as_Wait(1)
141 as_Wait(1)
142 as_Wait(1)
143 as_Wait(1)
144 as_Wait(1)
145 as_Wait(1)
146 as_Wait(1)
147 as_Wait(1)
148 as_Wait(1)
149 as_Wait(1)
150 as_Wait(1)
151 as_Wait(1)
153 as_End
154};
155
158 .pos = { 0.0f, 4.0f, 0.0f },
159 .sibling = ENTITY_ANIM_NULL,
160 .child = ENTITY_ANIM_NULL,
161 .vertexStartOffset = 399 * 6,
162 .vtxList = D_0A000000_E6E660,
163};
164
167 .pos = { 0.0f, 4.0f, 0.0f },
170 .vertexStartOffset = 399 * 5,
171 .vtxList = D_0A000000_E6E660,
172};
173
176 .pos = { 0.0f, 5.0f, 0.0f },
179 .vertexStartOffset = 399 * 4,
180 .vtxList = D_0A000000_E6E660,
181};
182
185 .pos = { 0.0f, 4.0f, 0.0f },
188 .vertexStartOffset = 399 * 3,
189 .vtxList = D_0A000000_E6E660,
190};
191
194 .pos = { 0.0f, 2.0f, 0.0f },
197 .vertexStartOffset = 399 * 2,
198 .vtxList = D_0A000000_E6E660,
199};
200
208
215
223
StaticAnimatorNode Entity_MunchlesiaReset_Node6
StaticAnimatorNode Entity_MunchlesiaReset_Node5
StaticAnimatorNode Entity_MunchlesiaReset_Node8
AnimScript Entity_MunchlesiaReset_AnimationReset
StaticAnimatorNode Entity_MunchlesiaReset_Node1
StaticAnimatorNode Entity_MunchlesiaReset_Node4
StaticAnimatorNode * Entity_MunchlesiaReset_Mesh[]
StaticAnimatorNode Entity_MunchlesiaReset_Node2
StaticAnimatorNode Entity_MunchlesiaReset_Node7
AnimScript Entity_MunchlesiaReset_AnimationIdle
Gfx Entity_MunchlesiaReset_Render[]
Vtx D_0A000000_E6E660[]
StaticAnimatorNode Entity_MunchlesiaReset_Node3
#define as_Wait(time)
s16 AnimScript[]
#define as_SetPos(node, x, y, z)
#define as_SetRotation(node, x, y, z)
#define as_SetScale(node, x, y, z)
#define as_End
#define as_Loop
#define ENTITY_ANIM_NULL
#define as_Restart
struct StaticAnimatorNode * child