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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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parent
36fead60a0
commit
201c9ec1cd
72 changed files with 1499 additions and 1128 deletions
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@ -5,6 +5,7 @@
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*/
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#include "z_en_heishi3.h"
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#include "objects/object_sd/object_sd.h"
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#include "vt.h"
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#define FLAGS 0x00000000
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@ -24,10 +25,6 @@ void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx);
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void func_80A55D00(EnHeishi3* this, GlobalContext* globalCtx);
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void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_0600BAC8;
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extern AnimationHeader D_06005C30; // EnHeishi3_IdleAnimation
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extern AnimationHeader D_06005880; // EnHeishi3_WalkAnimation
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static s16 sPlayerCaught = 0;
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const ActorInit En_Heishi3_InitVars = {
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@ -76,7 +73,8 @@ void EnHeishi3_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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Actor_SetScale(&this->actor, 0.01f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_0600BAC8, &D_06005C30, this->jointTable, this->morphTable, 17);
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SkelAnime_Init(globalCtx, &this->skelAnime, &gEnHeishiSkel, &gEnHeishiIdleAnim, this->jointTable, this->morphTable,
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17);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.targetMode = 6;
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -96,9 +94,9 @@ void EnHeishi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnHeishi3_SetupGuardType(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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if (this->unk_278 == 0) {
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this->actionFunc = EnHeishi3_StandSentinelInGrounds;
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} else {
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@ -172,9 +170,9 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
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}
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void EnHeishi3_CatchStart(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005880);
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f32 frameCount = Animation_GetLastFrame(&gEnHeishiWalkAnim);
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Animation_Change(&this->skelAnime, &D_06005880, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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Animation_Change(&this->skelAnime, &gEnHeishiWalkAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->caughtTimer = 20;
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this->actionFunc = func_80A55BD4;
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this->actor.speedXZ = 2.5f;
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@ -195,9 +193,9 @@ void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx) {
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}
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void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx) {
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f32 frameCount = Animation_GetLastFrame(&D_06005C30);
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f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
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Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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this->actionFunc = func_80A55D00;
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}
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