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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:
Lucas Shaw 2021-08-05 08:53:58 -07:00 committed by GitHub
parent bb4babbe15
commit 0f644b7545
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
162 changed files with 2973 additions and 1386 deletions

View file

@ -1,4 +1,5 @@
#include "z_en_peehat.h"
#include "objects/object_peehat/object_peehat.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@ -41,12 +42,6 @@ void EnPeehat_Adult_StateDie(EnPeehat* this, GlobalContext* globalCtx);
void EnPeehat_SetStateExplode(EnPeehat* this);
void EnPeehat_StateExplode(EnPeehat* this, GlobalContext* globalCtx);
extern SkeletonHeader D_06001C80;
extern AnimationHeader D_060009C4;
extern AnimationHeader D_06000844;
extern AnimationHeader D_060005C4;
extern AnimationHeader D_06000350;
const ActorInit En_Peehat_InitVars = {
ACTOR_EN_PEEHAT,
ACTORCAT_ENEMY,
@ -199,7 +194,8 @@ void EnPeehat_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(thisx, sInitChain);
Actor_SetScale(thisx, 36.0f * 0.001f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_06001C80, &D_060009C4, this->jointTable, this->morphTable, 24);
SkelAnime_Init(globalCtx, &this->skelAnime, &gPeehatSkel, &gPeehatRisingAnim, this->jointTable, this->morphTable,
24);
ActorShape_Init(&this->actor.shape, 100.0f, ActorShadow_DrawCircle, 27.0f);
this->actor.focus.pos = this->actor.world.pos;
this->unk2D4 = 0;
@ -314,7 +310,8 @@ void EnPeehat_HitWhenGrounded(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Ground_SetStateGround(EnPeehat* this) {
Animation_Change(&this->skelAnime, &D_060009C4, 0.0f, 3.0f, Animation_GetLastFrame(&D_060009C4), 2, 0.0f);
Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, Animation_GetLastFrame(&gPeehatRisingAnim), 2,
0.0f);
this->seekPlayerTimer = 600;
this->unk2D4 = 0;
this->unk2FA = 0;
@ -351,7 +348,8 @@ void EnPeehat_Ground_StateGround(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Flying_SetStateGround(EnPeehat* this) {
Animation_Change(&this->skelAnime, &D_060009C4, 0.0f, 3.0f, Animation_GetLastFrame(&D_060009C4), 2, 0.0f);
Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, Animation_GetLastFrame(&gPeehatRisingAnim), 2,
0.0f);
this->seekPlayerTimer = 400;
this->unk2D4 = 0;
this->unk2FA = 0; // @bug: overwrites number of child larva spawned, allowing for more than MAX_LARVA spawns
@ -380,7 +378,7 @@ void EnPeehat_Flying_StateGrounded(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Flying_SetStateFly(EnPeehat* this) {
Animation_PlayLoop(&this->skelAnime, &D_060005C4);
Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim);
this->state = PEAHAT_STATE_FLY;
EnPeehat_SetupAction(this, EnPeehat_Flying_StateFly);
}
@ -408,9 +406,9 @@ void EnPeehat_Flying_StateFly(EnPeehat* this, GlobalContext* globalCtx) {
void EnPeehat_Ground_SetStateRise(EnPeehat* this) {
f32 lastFrame;
lastFrame = Animation_GetLastFrame(&D_060009C4);
lastFrame = Animation_GetLastFrame(&gPeehatRisingAnim);
if (this->state != PEAHAT_STATE_STUNNED) {
Animation_Change(&this->skelAnime, &D_060009C4, 0.0f, 3.0f, lastFrame, 2, 0.0f);
Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, lastFrame, 2, 0.0f);
}
this->state = PEAHAT_STATE_8;
this->animTimer = lastFrame;
@ -449,9 +447,9 @@ void EnPeehat_Ground_StateRise(EnPeehat* this, GlobalContext* globalCtx) {
void EnPeehat_Flying_SetStateRise(EnPeehat* this) {
f32 lastFrame;
lastFrame = Animation_GetLastFrame(&D_060009C4);
lastFrame = Animation_GetLastFrame(&gPeehatRisingAnim);
if (this->state != PEAHAT_STATE_STUNNED) {
Animation_Change(&this->skelAnime, &D_060009C4, 0.0f, 3.0f, lastFrame, 2, 0.0f);
Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, lastFrame, 2, 0.0f);
}
this->state = PEAHAT_STATE_9;
this->animTimer = lastFrame;
@ -489,7 +487,7 @@ void EnPeehat_Flying_StateRise(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Ground_SetStateSeekPlayer(EnPeehat* this) {
Animation_PlayLoop(&this->skelAnime, &D_060005C4);
Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim);
this->state = PEAHAT_STATE_SEEK_PLAYER;
this->unk2E0 = 0.0f;
EnPeehat_SetupAction(this, EnPeehat_Ground_StateSeekPlayer);
@ -525,7 +523,7 @@ void EnPeehat_Ground_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Larva_SetStateSeekPlayer(EnPeehat* this) {
Animation_PlayLoop(&this->skelAnime, &D_060005C4);
Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim);
this->state = PEAHAT_STATE_SEEK_PLAYER;
this->unk2D4 = 0;
EnPeehat_SetupAction(this, EnPeehat_Larva_StateSeekPlayer);
@ -597,7 +595,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) {
void EnPeehat_Ground_SetStateLanding(EnPeehat* this) {
this->state = PEAHAT_STATE_LANDING;
Animation_PlayOnce(&this->skelAnime, &D_06000350);
Animation_PlayOnce(&this->skelAnime, &gPeehatLandingAnim);
EnPeehat_SetupAction(this, EnPeehat_Ground_StateLanding);
}
@ -623,7 +621,7 @@ void EnPeehat_Ground_StateLanding(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Flying_SetStateLanding(EnPeehat* this) {
Animation_PlayOnce(&this->skelAnime, &D_06000350);
Animation_PlayOnce(&this->skelAnime, &gPeehatLandingAnim);
this->state = PEAHAT_STATE_LANDING;
EnPeehat_SetupAction(this, EnPeehat_Flying_StateLanding);
}
@ -650,7 +648,7 @@ void EnPeehat_Flying_StateLanding(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_Ground_SetStateHover(EnPeehat* this) {
Animation_PlayLoop(&this->skelAnime, &D_060005C4);
Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim);
this->actor.speedXZ = Rand_ZeroOne() * 0.5f + 2.5f;
this->unk2D4 = Rand_ZeroOne() * 10 + 10;
this->state = PEAHAT_STATE_15;
@ -737,7 +735,7 @@ void EnPeehat_Ground_StateReturnHome(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_SetStateAttackRecoil(EnPeehat* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &D_06000844, -4.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &gPeehatRecoilAnim, -4.0f);
this->state = PEAHAT_STATE_ATTACK_RECOIL;
this->actor.speedXZ = -9.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
@ -808,7 +806,7 @@ void EnPeehat_Adult_StateDie(EnPeehat* this, GlobalContext* globalCtx) {
if (this->isStateDieFirstUpdate) {
this->unk2D4--;
if (this->unk2D4 <= 0 || this->actor.colChkInfo.health == 0) {
Animation_MorphToPlayOnce(&this->skelAnime, &D_06000844, -4.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &gPeehatRecoilAnim, -4.0f);
this->bladeRotVel = 4000;
this->unk2D4 = 14;
this->actor.speedXZ = 0;
@ -854,7 +852,7 @@ void EnPeehat_Adult_StateDie(EnPeehat* this, GlobalContext* globalCtx) {
}
void EnPeehat_SetStateExplode(EnPeehat* this) {
Animation_PlayLoop(&this->skelAnime, &D_060005C4);
Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim);
this->state = PEAHAT_STATE_EXPLODE;
this->animTimer = 5;
this->unk2E0 = 0.0f;