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Decompile a bunch of objects (#603)
* Mostly done but shifted * still messed up * Almost OK * OBJECT_JYA_OBJ OK, OBJECT_GR OK * Done * Merge master and format * Cleanup * Cleanup 2 * Start object MB dont merge yet * Object_MB OK * Object_ydan_objects OK * General 'ydan' actor cleanup * Forgot some small things * Object_EC OK * add .gitkeep and run format * Object_sd OK but no textures cause of a zap issue * PR fixes * Fix object_sd * fix ydan * delete .gitkeep files * OBJECT_BOX as far as it can go with current ZAP * Fix undefined_syms * Start child link object * Push progress, dont merge yet * Object_mori_objects OK * Fixed? * Fix conflicts again * Seems like i missed some textures * Extract data for BgBombwall * More field * ZAP YEP 2.0 * Object_Box OK * Object_SD ok. Ready to merge * remove ASM and merge master * remove ASM * remove files wrongfully added to docs/ * Almost done * Change comment in z_player_lib.c * forgot some DLists in player_lib.c * Fix conflict, run format * Same as before but this time with Tex and TLUT * Last few things * fix object_GR and add limbs to object_sd * Nane -> Name * gChildDekuShieldMtx is now a matrix and not a blob * PR fixes (Fig) * add a space for comment in z_player_lib.c * re push and new lines * PR fixes (AngheloAlf) * PR fixes (Roman) * Fix Heishi2 * PR fixes (Fig) * Replace spacing in a file * PR fixes (Roman)
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72 changed files with 1499 additions and 1128 deletions
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@ -1,4 +1,5 @@
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#include "z_en_fr.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#include "vt.h"
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#define FLAGS 0x02000019
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@ -51,8 +52,6 @@ void EnFr_SetIdle(EnFr* this, GlobalContext* globalCtx);
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extern FlexSkeletonHeader D_0600B498; // Frog
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extern AnimationHeader D_06001534; // Frog
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extern SkeletonHeader D_050036F0; // Butterfly
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extern AnimationHeader D_05002470; // Butterfly
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extern AnimationHeader D_060007BC; // Frog Jumping
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extern AnimationHeader D_060011C0; // Frog Landing
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@ -161,8 +160,7 @@ static s16 sTimerFrogSong[] = {
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40, 20, 15, 12, 12,
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};
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// static InitChainEntry sInitChain[]
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InitChainEntry D_80A1D0BC[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
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};
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@ -278,13 +276,13 @@ void EnFr_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.flags &= ~0x10;
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frogIndex = this->actor.params - 1;
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sEnFrPointers.frogs[frogIndex] = this;
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Actor_ProcessInitChain(&this->actor, D_80A1D0BC);
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Actor_ProcessInitChain(&this->actor, sInitChain);
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// frog
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B498, &D_06001534, this->jointTable, this->morphTable,
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24);
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// butterfly
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SkelAnime_Init(globalCtx, &this->skelAnimeButterfly, &D_050036F0, &D_05002470, this->jointTableButterfly,
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this->morphTableButterfly, 8);
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SkelAnime_Init(globalCtx, &this->skelAnimeButterfly, &gButterflySkel, &gButterflyAnim,
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this->jointTableButterfly, this->morphTableButterfly, 8);
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// When playing the song for the HP, the frog with the next note and the butterfly turns on its lightsource
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this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
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Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y,
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