34 if (
model->animModelID >= 0) {
141 if (
model->curAnimData == var2) {
238 model->animModelID = -1;
270 (*gCurrentMeshAnimationListPtr)[i] =
model;
272 (*gCurrentMeshAnimationListPtr)[i]->animModelID = -1;
BSS s32 PopupMenu_SelectedIndex
AnimatedModel * AnimatedModelList[16]
#define ASSERT(condition)
void play_model_animation(s32, s16 *)
s32 evt_get_variable(Evt *script, Bytecode var)
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
s32 create_worker_scene(void(*updateFunc)(void), void(*renderFunc)(void))
void load_mesh_animator_tree(s32 index, StaticAnimatorNode **tree)
s32 create_model_animator(s16 *animPos)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void load_model_animator_tree(s32, StaticAnimatorNode **)
void * heap_malloc(s32 size)
void render_animated_model(s32 animatorID, Mtx *rootTransform)
AnimatorNode * get_animator_node_with_id(ModelAnimator *animator, s32 id)
void delete_model_animator(ModelAnimator *animator)
void play_model_animation_starting_from(s32 index, s16 *animPos, s32 framesToSkip)
ModelAnimator * get_animator_by_index(s32 animModelID)
void update_model_animator_with_transform(s32 animatorID, Mtx *mtx)
AnimatorNode * get_animator_node_for_tree_index(ModelAnimator *animator, s32 treeIndex)
void update_animated_models(void)
void init_model_animators(void)
AnimatedModelList * gCurrentMeshAnimationListPtr
AnimatedModelList gBattleMeshAnimationList
void reset_model_animators(void)
AnimatedModelList gWorldMeshAnimationList
void render_animated_models(void)
ApiStatus SetAnimatorFlags(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedNodePosition(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRenderMode(Evt *script, b32 isInitialCall)
ApiStatus PlayModelAnimation(Evt *script, b32 isInitialCall)
ApiStatus PlayModelAnimationStartingFrom(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedRotationByTreeIndex(Evt *script, b32 isInitialCall)
ApiStatus LoadAnimatedModel(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedNodeFlags(Evt *script, b32 isInitialCall)
ApiStatus LoadAnimatedMesh(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus InitAnimatedModels(Evt *script, b32 isInitialCall)
ApiStatus AddAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootScale(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus ChangeModelAnimation(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedNodeRotation(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootRotation(Evt *script, b32 isInitialCall)
ApiStatus DeleteAnimatedModel(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedPositionByTreeIndex(Evt *script, b32 isInitialCall)
#define MAX_ANIMATED_MODELS
GameStatus * gGameStatusPtr