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Docs for the Anime part of SkelAnime (#517)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * more names * so many names * we got subsystems now * slight cleanup * merge part 2 * new naming scheme * slight adjustment * no limit * syms maybe * step one * OK, it's fixed * table * some names and such * comments** * update zap * gitkeep to please jenkins * ZAP * fixer * fixer2 * fixer3 * zap Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: fig <fig02srl@gmail.com>
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1187 changed files with 5434 additions and 5367 deletions
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@ -243,7 +243,7 @@ void Gameplay_Init(GameState* thisx) {
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Effect_InitContext(globalCtx);
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EffectSs_InitInfo(globalCtx, 0x55);
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func_8005D3BC(globalCtx, &globalCtx->colChkCtx);
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SkelAnime_AnimationCtxReset(&globalCtx->animationCtx);
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AnimationContext_Reset(&globalCtx->animationCtx);
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func_8006450C(globalCtx, &globalCtx->csCtx);
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if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
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@ -407,7 +407,7 @@ void Gameplay_Init(GameState* thisx) {
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gSaveContext.seqIndex = globalCtx->soundCtx.seqIndex;
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gSaveContext.nightSeqIndex = globalCtx->soundCtx.nightSeqIndex;
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func_8002DF18(globalCtx, PLAYER);
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func_800A390C(globalCtx, &globalCtx->animationCtx);
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AnimationContext_Update(globalCtx, &globalCtx->animationCtx);
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gSaveContext.respawnFlag = 0;
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if (dREG(95) != 0) {
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@ -803,7 +803,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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LOG_NUM("1", 1, "../z_play.c", 3555);
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}
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SkelAnime_AnimationCtxReset(&globalCtx->animationCtx);
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AnimationContext_Reset(&globalCtx->animationCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3561);
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@ -981,7 +981,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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LOG_NUM("1", 1, "../z_play.c", 3765);
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}
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func_800A390C(globalCtx, &globalCtx->animationCtx);
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AnimationContext_Update(globalCtx, &globalCtx->animationCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3771);
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