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set types for more segment addresses
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parent
498d19655b
commit
18676c531d
5 changed files with 8 additions and 8 deletions
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@ -320,7 +320,7 @@ void DemoGo_Init(DemoGo* this, GlobalContext* globalCtx) {
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AnimationHeader* animation = &D_06004930;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600FEF0, 0, 0, 0, 0);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600FEF0, NULL, NULL, NULL, 0);
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SkelAnime_ChangeAnimation(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animation->genericHeader), 2, 0.0f);
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this->action = 0;
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}
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@ -57,8 +57,8 @@ static InitChainEntry initChain[] = {
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ICHAIN_F32(unk_4C, 5600, ICHAIN_STOP),
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};
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extern u32 D_0600006C;
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extern u32 D_06002190;
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extern AnimationHeader D_0600006C;
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extern SkeletonHeader D_06002190;
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void EnBird_SetNewUpdate(EnBird* this, ActorFunc newUpdateFunc) {
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this->updateFunc = newUpdateFunc;
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@ -79,7 +79,7 @@ typedef enum {
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/* 0x06 */ DOG_BOW_2,
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} DogBehavior;
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extern UNK_PTR D_06007290;
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extern SkeletonHeader D_06007290;
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extern AnimationHeader D_06001368;
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extern AnimationHeader D_06000D78;
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extern AnimationHeader D_06000278;
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@ -242,7 +242,7 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
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collider = &this->collider;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
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skelAnime = &this->skelAnime;
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SkelAnime_InitSV(globalCtx, skelAnime, &D_06007290, 0, &this->unk_1F4, &this->unk_242, 13);
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SkelAnime_InitSV(globalCtx, skelAnime, &D_06007290, NULL, &this->unk_1F4, &this->unk_242, 13);
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func_80034EC0(skelAnime, animations, 0);
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if ((this->actor.params & 0x8000) == 0) {
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@ -63,8 +63,8 @@ static InitChainEntry initChain[] = {
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ICHAIN_F32(unk_4C, 500, ICHAIN_STOP),
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};
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extern D_060005EC;
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extern D_06003DC0;
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extern AnimationHeader D_060005EC;
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extern SkeletonHeader D_06003DC0;
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static void EnMs_SetOfferText(EnMs* this, GlobalContext* globalCtx) {
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this->actor.textId = Text_GetFaceReaction(globalCtx, 0x1B);
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@ -508,7 +508,7 @@ void EnTk_Init(EnTk* this, GlobalContext* globalCtx) {
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ActorShape_Init(&thisAgain->actor.shape, 0, ActorShadow_DrawFunc_Circle, 24.f);
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SkelAnime_InitSV(globalCtx, &thisAgain->skelAnim, &D_0600BE40, 0, thisAgain->hz_22A, thisAgain->hz_296, 18);
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SkelAnime_InitSV(globalCtx, &thisAgain->skelAnim, &D_0600BE40, NULL, thisAgain->hz_22A, thisAgain->hz_296, 18);
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SkelAnime_ChangeAnimation(&thisAgain->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84.genericHeader), 0,
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0.f);
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