mirror of
https://github.com/zeldaret/oot.git
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Decompiled A LOT of objects (#815)
* . * remove tools/ZAP2 from origin master * object_spot04_objects * remove accidentally added xml * object_spot00_objects * object_bombf ok * object_dy_obj * object_masterzoora * object_mastergolon and object_masterkokirihead * object_aob * object_gt * object_gt * object_geff * object_mag kinda * object_gjyo_objects OK * object_ani OK * object_door_gerudo * object_md and object_trap * object_js OK * object_goroiwa * object_gs * object_nwc * object_niw * object_ane * object_os_anime OK * object_d_hsblock OK * object_fz OK * object_ru2 OK * fixed object_mag * object_cow OK * object_spot01_objects OK * object_spot15_obj * object_umajump OK * object_spot18_obj * object_spot12_obj * fix symbols in z_item_b_heart * object_bdan_objects & object_bowl * object_ddan_objects * object_owl OK * object_spot01_matoyab.xml OK * object_haka OK * object_heavy_object * object_ingate and objet_menkuri_objects * objet_spot00_break & object_relay_objects OK * object_spot01_matoya OK * object_spot06_objects OK * undefined_syms * object_spot08_obj OK * object_efc_doughnut & object_zg * object_ik OK * object_vm * object_ei OK * object_ds OK * updated spec * map_48x85_static OK * object_zl1 & object_peehat ok * some z_parameter naming and other undefined symbol stuff, object_yukabyun OK * object_bubble & object_fw ok * object_shopnuts * restore delete file * object_timeblock OK * object_d_lift OK * object_kibako2 OK * object_mamenoki OK * matches * remove unused asm * object_mag ok now * fixed object_ani * done for now, im tired * object_bdan_objects fixed up * fix bdan * object_bombf fixed * object_bowl fixed up * object_cow fixed * did more, im tired * fixed some stuff in object_ddan_objects * fix object_ddan_object * object_door_gerudo fixed * object_ds fix * object_dy progress * fixed great fairy * some more * more * object_haka fix * progress * ingo_gate fixed * object_js * forgot collision * object_relay_objects fixed * object_kibako2 * object_mag fixed * u64* to void* * more u64* to void* * object_mamenoki fix * object_mastergolon & object_masterkokirihead fix * mido is weird * fixed build * fix object_menkuri_objects * add missing textures in object_menkuri_objects * object_ms * fixed object_peehat * some cleanup stuff * object_zg fix * object_spot00_break fix * object_niw fix * object_nwc fixed * object_ru2 object_rr and some of object_owl fix * object_spot15_obj fix * business scrub * object_spot01_matoya fixed * object_spot18_obj fix * object_spot01_objects fix * object_spot04_objects fix * object_spot04_objects actually fixed * object_spot12_obj fix * object_timeblock fix * object_spot06_objects fixed * object_spot08_obj fix * spot01_matoyab fix * object_trap fix * object_umajump fix * object_vm fix * z_en_niw_lady fix * object_yukabyun fix * object_zl1 fixed * added offsets to object_os_anime * object_md fix * object_ane fix * object_aob fix * add palette comment * object_spot00_objects fix * spot00 fix * remove unused asm * updates * Add TlutOffset to objects added in https://github.com/zeldaret/oot/pull/815 * Updated object_bdan_objects, ran format.sh * Change rgb5a1 to rgba16 in my object xmls * Addressed Anghelo's comments * review Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: Fig02 <fig02srl@gmail.com>
This commit is contained in:
parent
bb4babbe15
commit
0f644b7545
162 changed files with 2973 additions and 1386 deletions
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@ -5,6 +5,7 @@
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*/
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#include "z_en_cow.h"
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#include "objects/object_cow/object_cow.h"
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#define FLAGS 0x00000009
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@ -60,13 +61,6 @@ static ColliderCylinderInit sCylinderInit = {
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static Vec3f D_809E010C = { 0.0f, -1300.0f, 1100.0f };
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extern AnimationHeader D_060001CC;
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extern FlexSkeletonHeader D_06004010;
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extern AnimationHeader D_06004264;
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extern AnimationHeader D_06004348;
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extern FlexSkeletonHeader D_06004C30;
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extern AnimationHeader D_06004E98;
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void func_809DEE00(Vec3f* vec, s16 rotY) {
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f32 xCalc;
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f32 rotCalcTemp;
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@ -116,8 +110,8 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 72.0f);
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switch (this->actor.params) {
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case 0:
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004010, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &D_060001CC);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gCowBodySkel, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &gCowBodyChewAnim);
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Collider_InitCylinder(globalCtx, &this->colliders[0]);
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Collider_SetCylinder(globalCtx, &this->colliders[0], &this->actor, &sCylinderInit);
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Collider_InitCylinder(globalCtx, &this->colliders[1]);
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@ -142,8 +136,8 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
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DREG(53) = 0;
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break;
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case 1:
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004C30, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &D_06004348);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gCowTailSkel, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &gCowTailIdleAnim);
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this->actor.update = func_809DFE98;
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this->actor.draw = func_809E0070;
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this->actionFunc = func_809DFA84;
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@ -171,13 +165,13 @@ void func_809DF494(EnCow* this, GlobalContext* globalCtx) {
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this->unk_278 -= 1;
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} else {
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this->unk_278 = Rand_ZeroFloat(500.0f) + 40.0f;
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Animation_Change(&this->skelAnime, &D_060001CC, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&D_060001CC), ANIMMODE_ONCE, 1.0f);
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Animation_Change(&this->skelAnime, &gCowBodyChewAnim, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&gCowBodyChewAnim), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToPlayer < 150.0f) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &D_060001CC) {
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if (this->skelAnime.animation == &gCowBodyChewAnim) {
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this->unk_278 = 0;
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}
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}
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@ -287,14 +281,14 @@ void func_809DFA84(EnCow* this, GlobalContext* globalCtx) {
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this->unk_278--;
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} else {
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this->unk_278 = Rand_ZeroFloat(200.0f) + 40.0f;
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Animation_Change(&this->skelAnime, &D_06004348, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&D_06004348), ANIMMODE_ONCE, 1.0f);
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Animation_Change(&this->skelAnime, &gCowTailIdleAnim, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&gCowTailIdleAnim), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToPlayer < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) >= 0x61A9) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &D_06004348) {
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if (this->skelAnime.animation == &gCowTailIdleAnim) {
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this->unk_278 = 0;
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}
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}
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@ -313,12 +307,12 @@ void EnCow_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(thisx);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->skelAnime.animation == &D_060001CC) {
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if (this->skelAnime.animation == &gCowBodyChewAnim) {
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Audio_PlayActorSound2(thisx, NA_SE_EV_COW_CRY);
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Animation_Change(&this->skelAnime, &D_06004264, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004264),
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ANIMMODE_ONCE, 1.0f);
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Animation_Change(&this->skelAnime, &gCowBodyMoveHeadAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gCowBodyMoveHeadAnim), ANIMMODE_ONCE, 1.0f);
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} else {
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Animation_Change(&this->skelAnime, &D_060001CC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060001CC),
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Animation_Change(&this->skelAnime, &gCowBodyChewAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCowBodyChewAnim),
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ANIMMODE_LOOP, 1.0f);
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}
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}
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@ -353,11 +347,11 @@ void func_809DFE98(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->skelAnime.animation == &D_06004348) {
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Animation_Change(&this->skelAnime, &D_06004E98, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004E98),
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ANIMMODE_ONCE, 1.0f);
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if (this->skelAnime.animation == &gCowTailIdleAnim) {
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Animation_Change(&this->skelAnime, &gCowTailSwishAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gCowTailSwishAnim), ANIMMODE_ONCE, 1.0f);
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} else {
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Animation_Change(&this->skelAnime, &D_06004348, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004348),
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Animation_Change(&this->skelAnime, &gCowTailIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCowTailIdleAnim),
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ANIMMODE_LOOP, 1.0f);
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}
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}
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