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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)
This commit is contained in:
louist103 2021-05-26 18:59:21 -04:00 committed by GitHub
parent 36fead60a0
commit 201c9ec1cd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
72 changed files with 1499 additions and 1128 deletions

View file

@ -5,6 +5,7 @@
*/
#include "z_en_heishi3.h"
#include "objects/object_sd/object_sd.h"
#include "vt.h"
#define FLAGS 0x00000000
@ -24,10 +25,6 @@ void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx);
void func_80A55D00(EnHeishi3* this, GlobalContext* globalCtx);
void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx);
extern SkeletonHeader D_0600BAC8;
extern AnimationHeader D_06005C30; // EnHeishi3_IdleAnimation
extern AnimationHeader D_06005880; // EnHeishi3_WalkAnimation
static s16 sPlayerCaught = 0;
const ActorInit En_Heishi3_InitVars = {
@ -76,7 +73,8 @@ void EnHeishi3_Init(Actor* thisx, GlobalContext* globalCtx) {
}
Actor_SetScale(&this->actor, 0.01f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_0600BAC8, &D_06005C30, this->jointTable, this->morphTable, 17);
SkelAnime_Init(globalCtx, &this->skelAnime, &gEnHeishiSkel, &gEnHeishiIdleAnim, this->jointTable, this->morphTable,
17);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = 6;
Collider_InitCylinder(globalCtx, &this->collider);
@ -96,9 +94,9 @@ void EnHeishi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnHeishi3_SetupGuardType(EnHeishi3* this, GlobalContext* globalCtx) {
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
if (this->unk_278 == 0) {
this->actionFunc = EnHeishi3_StandSentinelInGrounds;
} else {
@ -172,9 +170,9 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
}
void EnHeishi3_CatchStart(EnHeishi3* this, GlobalContext* globalCtx) {
f32 frameCount = Animation_GetLastFrame(&D_06005880);
f32 frameCount = Animation_GetLastFrame(&gEnHeishiWalkAnim);
Animation_Change(&this->skelAnime, &D_06005880, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
Animation_Change(&this->skelAnime, &gEnHeishiWalkAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
this->caughtTimer = 20;
this->actionFunc = func_80A55BD4;
this->actor.speedXZ = 2.5f;
@ -195,9 +193,9 @@ void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx) {
}
void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx) {
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
this->actionFunc = func_80A55D00;
}