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Decompile and mostly document EnSkj, EnSkjNeedle, and OBJECT_SKJ. One NON_MATCHING (#750)

* match a few

* delete ASM

* Almost done

* One reg swap left

* GlobalCtx2 YEP

* Start object SKJ

* Start some documentation

* Big doc pass

* Name the first batch of functions

* Done

* fix some issues real quick

* lets try this again

* remove left over doc tools and add 3 textures

* Finish object_skj docs

* PR fixes

* PR fixes

* Delete BuildInfo.ha

* PR fixes (Roman)

* PR fixes (Roman)
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louist103 2021-04-10 11:39:25 -04:00 committed by GitHub
parent ed78d18a25
commit 25dd8e54dc
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106 changed files with 1816 additions and 3763 deletions

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@ -6,9 +6,35 @@
struct EnSkj;
typedef void (*EnSkjActionFunc)(struct EnSkj*, GlobalContext*);
typedef struct EnSkj {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x1B4];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s jointTable[19];
/* 0x0202 */ Vec3s morphTable[19];
/* 0x0274 */ EnSkjActionFunc actionFunc;
/* 0x0278 */ ColliderCylinder collider;
/* 0x02C4 */ u16 textId;
/* 0x02C6 */ s16 timer;
/* 0x02C8 */ s16 unk_2C8;
/* 0x02CA */ s16 multiuseTimer;
/* 0x02CC */ s16 needleShootTimer;
/* 0x02CE */ s16 dodgeResetTimer;
/* 0x02D0 */ u8 animIndex;
/* 0x02D1 */ u8 action;
/* 0x02D2 */ u8 backfilpFlag;
/* 0x02D3 */ u8 unk_2D3; // Is set to zero when walking to trade for skull mask and set to 1 when dying
/* 0x02D4 */ u8 needlesToShoot;
/* 0x02D5 */ u8 hitsUntilDodge; // Upon reaching zero will always backflip to avoid stun lock
/* 0x02D6 */ u8 unk_2D6;
/* 0x02D7 */ u8 playerInRange;
/* 0x02D8 */ u8 minigameState; // Upon reaching zero stops and does another action
/* 0x02DC */ u32 alpha;
/* 0x02E0 */ Vec3f center;
/* 0x02EC */ f32 unk_2EC;
/* 0x02F0 */ f32 unk_2F0;
/* 0x02F4 */ Vec3f posCopy;
} EnSkj; // size = 0x0300
extern const ActorInit En_Skj_InitVars;