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Document object_os (#1414)
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3 changed files with 53 additions and 40 deletions
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@ -1,36 +1,43 @@
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<Root>
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<Root>
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<File Name="object_os" Segment="6">
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<File Name="object_os" Segment="6">
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<Animation Name="object_os_Anim_0002E4" Offset="0x2E4"/>
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<!-- Happy Mask Salesman Animation -->
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<DList Name="object_os_DL_001D80" Offset="0x1D80"/>
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<Animation Name="gHappyMaskSalesmanIdleAnim" Offset="0x2E4"/>
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<DList Name="object_os_DL_0020A8" Offset="0x20A8"/>
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<DList Name="object_os_DL_0025E8" Offset="0x25E8"/>
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<!-- Happy Mask Salesman DLists -->
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<DList Name="object_os_DL_002718" Offset="0x2718"/>
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<DList Name="gHappyMaskSalesmanTorsoDL" Offset="0x1D80"/>
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<DList Name="object_os_DL_002848" Offset="0x2848"/>
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<DList Name="gHappyMaskSalesmanHeadDL" Offset="0x20A8"/>
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<DList Name="object_os_DL_002A00" Offset="0x2A00"/>
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<DList Name="gHappyMaskSalesmanRightUpperArmDL" Offset="0x25E8"/>
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<DList Name="object_os_DL_002B30" Offset="0x2B30"/>
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<DList Name="gHappyMaskSalesmanRightForearmDL" Offset="0x2718"/>
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<DList Name="object_os_DL_002C60" Offset="0x2C60"/>
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<DList Name="gHappyMaskSalesmanRightHandDL" Offset="0x2848"/>
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<Texture Name="object_os_TLUT_002E18" OutName="tlut_00002E18" Format="rgba16" Width="16" Height="16" Offset="0x2E18"/>
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<DList Name="gHappyMaskSalesmanLeftUpperArmDL" Offset="0x2A00"/>
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<Texture Name="object_os_TLUT_003018" OutName="tlut_00003018" Format="rgba16" Width="16" Height="16" Offset="0x3018"/>
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<DList Name="gHappyMaskSalesmanLeftForearmDL" Offset="0x2B30"/>
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<Texture Name="object_os_Tex_003218" OutName="tex_00003218" Format="ci8" Width="8" Height="8" Offset="0x3218" TlutOffset="0x2E18"/>
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<DList Name="gHappyMaskSalesmanLeftHandDL" Offset="0x2C60"/>
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<Texture Name="object_os_Tex_003258" OutName="tex_00003258" Format="ci8" Width="16" Height="16" Offset="0x3258" TlutOffset="0x2E18"/>
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<Texture Name="object_os_Tex_003358" OutName="tex_00003358" Format="ci8" Width="8" Height="8" Offset="0x3358" TlutOffset="0x2E18"/>
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<!-- Happy Mask Salesman Textures -->
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<Texture Name="object_os_Tex_003398" OutName="tex_00003398" Format="ci8" Width="8" Height="8" Offset="0x3398" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanTLUT" OutName="tlut" Format="rgba16" Width="16" Height="16" Offset="0x2E18"/>
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<Texture Name="object_os_Tex_0033D8" OutName="tex_000033D8" Format="ci8" Width="32" Height="16" Offset="0x33D8" TlutOffset="0x3018"/>
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<Texture Name="gHappyMaskSalesmanEyeMouthTLUT" OutName="eye_mouth_tlut" Format="rgba16" Width="16" Height="16" Offset="0x3018"/>
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<Texture Name="gOsEyeClosedTex" OutName="eye_closed" Format="ci8" Width="32" Height="32" Offset="0x35D8" TlutOffset="0x3018"/>
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<Texture Name="gHappyMaskSalesmanSkinTex" OutName="skin" Format="ci8" Width="8" Height="8" Offset="0x3218" TlutOffset="0x2E18"/>
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<Texture Name="gOsEyeOpenTex" OutName="eye_open" Format="ci8" Width="32" Height="32" Offset="0x39D8" TlutOffset="0x3018"/>
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<Texture Name="gHappyMaskSalesmanHairTex" OutName="hair" Format="ci8" Width="16" Height="16" Offset="0x3258" TlutOffset="0x2E18"/>
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<Texture Name="object_os_Tex_003DD8" OutName="tex_00003DD8" Format="ci8" Width="16" Height="16" Offset="0x3DD8" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanEarTex" OutName="ear" Format="ci8" Width="8" Height="8" Offset="0x3358" TlutOffset="0x2E18"/>
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<Texture Name="object_os_Tex_003ED8" OutName="tex_00003ED8" Format="ci8" Width="16" Height="32" Offset="0x3ED8" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanNostrilTex" OutName="nostril" Format="ci8" Width="8" Height="8" Offset="0x3398" TlutOffset="0x2E18"/>
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<Texture Name="object_os_Tex_0040D8" OutName="tex_000040D8" Format="ci8" Width="32" Height="32" Offset="0x40D8" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanMouthTex" OutName="mouth" Format="ci8" Width="32" Height="16" Offset="0x33D8" TlutOffset="0x3018"/>
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<Texture Name="object_os_Tex_0044D8" OutName="tex_000044D8" Format="ci8" Width="8" Height="16" Offset="0x44D8" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanEyeClosedTex" OutName="eye_closed" Format="ci8" Width="32" Height="32" Offset="0x35D8" TlutOffset="0x3018"/>
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<Texture Name="object_os_Tex_004558" OutName="tex_00004558" Format="ci8" Width="8" Height="16" Offset="0x4558" TlutOffset="0x2E18"/>
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<Texture Name="gHappyMaskSalesmanEyeOpenTex" OutName="eye_open" Format="ci8" Width="32" Height="32" Offset="0x39D8" TlutOffset="0x3018"/>
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<Limb Name="object_os_Limb_0045D8" LimbType="Standard" Offset="0x45D8"/>
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<Texture Name="gHappyMaskSalesmanFingersTex" OutName="fingers" Format="ci8" Width="16" Height="16" Offset="0x3DD8" TlutOffset="0x2E18"/>
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<Limb Name="object_os_Limb_0045E4" LimbType="Standard" Offset="0x45E4"/>
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<Texture Name="gHappyMaskSalesmanSleeveTex" OutName="sleeve" Format="ci8" Width="16" Height="32" Offset="0x3ED8" TlutOffset="0x2E18"/>
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<Limb Name="object_os_Limb_0045F0" LimbType="Standard" Offset="0x45F0"/>
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<Texture Name="gHappyMaskSalesmanShirtTex" OutName="shirt" Format="ci8" Width="32" Height="32" Offset="0x40D8" TlutOffset="0x2E18"/>
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<Limb Name="object_os_Limb_0045FC" LimbType="Standard" Offset="0x45FC"/>
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<Texture Name="gHappyMaskSalesmanGoldFabricTex" OutName="gold_fabric" Format="ci8" Width="8" Height="16" Offset="0x44D8" TlutOffset="0x2E18"/>
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<Limb Name="object_os_Limb_004608" LimbType="Standard" Offset="0x4608"/>
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<Texture Name="gHappyMaskSalesmanGoldFabricCenterTex" OutName="gold_fabric_center" Format="ci8" Width="8" Height="16" Offset="0x4558" TlutOffset="0x2E18"/>
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<Limb Name="object_os_Limb_004614" LimbType="Standard" Offset="0x4614"/>
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<Limb Name="object_os_Limb_004620" LimbType="Standard" Offset="0x4620"/>
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<!-- Happy Mask Salesman Skeleton -->
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<Limb Name="object_os_Limb_00462C" LimbType="Standard" Offset="0x462C"/>
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<Limb Name="gHappyMaskSalesmanTorsoLimb" LimbType="Standard" Offset="0x45D8"/>
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<Skeleton Name="object_os_Skel_004658" Type="Flex" LimbType="Standard" Offset="0x4658"/>
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<Limb Name="gHappyMaskSalesmanLeftUpperArmLimb" LimbType="Standard" Offset="0x45E4"/>
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<Limb Name="gHappyMaskSalesmanLeftForearmLimb" LimbType="Standard" Offset="0x45F0"/>
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<Limb Name="gHappyMaskSalesmanLeftHandLimb" LimbType="Standard" Offset="0x45FC"/>
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<Limb Name="gHappyMaskSalesmanRightUpperArmLimb" LimbType="Standard" Offset="0x4608"/>
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<Limb Name="gHappyMaskSalesmanRightForearmLimb" LimbType="Standard" Offset="0x4614"/>
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<Limb Name="gHappyMaskSalesmanRightHandLimb" LimbType="Standard" Offset="0x4620"/>
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<Limb Name="gHappyMaskSalesmanHeadLimb" LimbType="Standard" Offset="0x462C"/>
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<Skeleton Name="gHappyMaskSalesmanSkel" Type="Flex" LimbType="Standard" Offset="0x4658"/>
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</File>
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</File>
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</Root>
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</Root>
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@ -1038,7 +1038,7 @@ void DemoEc_DrawPotionShopOwner(DemoEc* this, PlayState* play) {
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void DemoEc_InitMaskShopOwner(DemoEc* this, PlayState* play) {
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void DemoEc_InitMaskShopOwner(DemoEc* this, PlayState* play) {
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DemoEc_UseDrawObject(this, play);
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DemoEc_UseDrawObject(this, play);
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DemoEc_InitSkelAnime(this, play, &object_os_Skel_004658);
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DemoEc_InitSkelAnime(this, play, &gHappyMaskSalesmanSkel);
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DemoEc_UseAnimationObject(this, play);
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DemoEc_UseAnimationObject(this, play);
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DemoEc_ChangeAnimation(this, &gDemoEcPotionShopOwnerAnim, 0, 0.0f, false);
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DemoEc_ChangeAnimation(this, &gDemoEcPotionShopOwnerAnim, 0, 0.0f, false);
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func_8096D5D4(this, play);
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func_8096D5D4(this, play);
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@ -1054,7 +1054,7 @@ void DemoEc_UpdateMaskShopOwner(DemoEc* this, PlayState* play) {
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}
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}
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void DemoEc_DrawMaskShopOwner(DemoEc* this, PlayState* play) {
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void DemoEc_DrawMaskShopOwner(DemoEc* this, PlayState* play) {
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DemoEc_DrawSkeleton(this, play, gOsEyeClosedTex, NULL, NULL, NULL);
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DemoEc_DrawSkeleton(this, play, gHappyMaskSalesmanEyeClosedTex, NULL, NULL, NULL);
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}
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}
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void DemoEc_InitFishingOwner(DemoEc* this, PlayState* play) {
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void DemoEc_InitFishingOwner(DemoEc* this, PlayState* play) {
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@ -2023,7 +2023,7 @@ void EnOssan_InitPotionShopkeeper(EnOssan* this, PlayState* play) {
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}
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}
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void EnOssan_InitHappyMaskShopkeeper(EnOssan* this, PlayState* play) {
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void EnOssan_InitHappyMaskShopkeeper(EnOssan* this, PlayState* play) {
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SkelAnime_InitFlex(play, &this->skelAnime, &object_os_Skel_004658, &object_os_Anim_0002E4, NULL, NULL, 0);
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SkelAnime_InitFlex(play, &this->skelAnime, &gHappyMaskSalesmanSkel, &gHappyMaskSalesmanIdleAnim, NULL, NULL, 0);
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this->actor.draw = EnOssan_DrawHappyMaskShopkeeper;
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this->actor.draw = EnOssan_DrawHappyMaskShopkeeper;
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this->obj3ToSeg6Func = NULL;
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this->obj3ToSeg6Func = NULL;
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}
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}
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@ -2454,8 +2454,11 @@ void EnOssan_DrawZoraShopkeeper(Actor* thisx, PlayState* play) {
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}
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}
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void EnOssan_DrawPotionShopkeeper(Actor* thisx, PlayState* play) {
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void EnOssan_DrawPotionShopkeeper(Actor* thisx, PlayState* play) {
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static void* sPotionShopkeeperEyeTextures[] = { gPotionShopkeeperEyeOpenTex, gPotionShopkeeperEyeHalfTex,
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static void* sPotionShopkeeperEyeTextures[] = {
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gPotionShopkeeperEyeClosedTex };
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gPotionShopkeeperEyeOpenTex,
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gPotionShopkeeperEyeHalfTex,
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gPotionShopkeeperEyeClosedTex,
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};
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EnOssan* this = (EnOssan*)thisx;
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EnOssan* this = (EnOssan*)thisx;
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s32 pad;
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s32 pad;
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@ -2472,7 +2475,7 @@ void EnOssan_DrawPotionShopkeeper(Actor* thisx, PlayState* play) {
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}
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}
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void EnOssan_DrawHappyMaskShopkeeper(Actor* thisx, PlayState* play) {
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void EnOssan_DrawHappyMaskShopkeeper(Actor* thisx, PlayState* play) {
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static void* sHappyMaskShopkeeperEyeTextures[] = { gOsEyeClosedTex, gOsEyeOpenTex };
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static void* sHappyMaskShopkeeperEyeTextures[] = { gHappyMaskSalesmanEyeClosedTex, gHappyMaskSalesmanEyeOpenTex };
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EnOssan* this = (EnOssan*)thisx;
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EnOssan* this = (EnOssan*)thisx;
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s32 pad;
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s32 pad;
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@ -2491,8 +2494,11 @@ void EnOssan_DrawHappyMaskShopkeeper(Actor* thisx, PlayState* play) {
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}
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}
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void EnOssan_DrawBombchuShopkeeper(Actor* thisx, PlayState* play) {
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void EnOssan_DrawBombchuShopkeeper(Actor* thisx, PlayState* play) {
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static void* sBombchuShopkeeperEyeTextures[] = { gBombchuShopkeeperEyeOpenTex, gBombchuShopkeeperEyeHalfTex,
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static void* sBombchuShopkeeperEyeTextures[] = {
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gBombchuShopkeeperEyeClosedTex };
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gBombchuShopkeeperEyeOpenTex,
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gBombchuShopkeeperEyeHalfTex,
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gBombchuShopkeeperEyeClosedTex,
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};
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EnOssan* this = (EnOssan*)thisx;
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EnOssan* this = (EnOssan*)thisx;
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s32 pad;
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s32 pad;
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