mirror of https://github.com/PrimeDecomp/prime.git
parent
e75876c5ea
commit
02fc116666
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@ -38,7 +38,7 @@ public:
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void EnterFidget(CStateManager&, int, int, int);
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void EnterFidget(CStateManager&, int, int, int);
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void EnterStruck(CStateManager&, float);
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void EnterStruck(CStateManager&, float);
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void LoadFidgetAnimAsync(CStateManager&, int, int, int);
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void LoadFidgetAnimAsync(CStateManager&, int, int, int);
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bool Update(float, CStateManager&);
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int Update(float, CStateManager&);
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void EnterIdle(CStateManager&);
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void EnterIdle(CStateManager&);
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void ReturnToDefault(CStateManager&, float);
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void ReturnToDefault(CStateManager&, float);
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void Reset();
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void Reset();
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@ -17,8 +17,8 @@ void CGunController::EnterStruck(CStateManager&, float) {}
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void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {}
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void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {}
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bool CGunController::Update(float, CStateManager&) {
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int CGunController::Update(float, CStateManager&) {
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return false;
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return 0;
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}
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}
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void CGunController::EnterIdle(CStateManager&) {}
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void CGunController::EnterIdle(CStateManager&) {}
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@ -63,7 +63,13 @@ bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr
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return loop;
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return loop;
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}
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}
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void CGunMotion::Update(float, CStateManager&) {}
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void CGunMotion::Update(float dt, CStateManager& mgr) {
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x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
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switch (x4c_gunController.Update(dt, mgr)) {
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case 1:
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xb8_24_animPlaying = false;
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}
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}
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void CGunMotion::Draw(const CStateManager&, const CTransform4f&) const {}
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void CGunMotion::Draw(const CStateManager&, const CTransform4f&) const {}
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