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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>
This commit is contained in:
petrie911 2020-12-29 16:46:46 -06:00 committed by GitHub
parent e4d88bf942
commit 2dfa188706
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1187 changed files with 5434 additions and 5367 deletions

View file

@ -80,7 +80,7 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.012999999f);
this->actor.naviEnemyId = 0x23;
this->actor.gravity = -2.0f;
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->limbDrawTbl, this->transitionDrawTbl,
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable,
12);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
@ -122,7 +122,7 @@ void func_809CE884(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CE9A8(EnBw* this) {
SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06000228, -2.0f);
Animation_MorphToLoop(&this->skelAnime, &D_06000228, -2.0f);
this->unk_220 = 2;
this->unk_222 = Rand_ZeroOne() * 200.0f + 200.0f;
this->unk_232 = 0;
@ -141,7 +141,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player2 = PLAYER;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
this->unk_244 = this->unk_250 + 0.1f;
sp58 = Math_CosF(this->unk_240);
this->unk_240 += this->unk_244;
@ -336,7 +336,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CF72C(EnBw* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_060021A0, -2.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &D_060021A0, -2.0f);
this->unk_220 = 3;
this->unk_221 = 0;
this->unk_250 = 0.6f;
@ -348,7 +348,7 @@ void func_809CF72C(EnBw* this) {
}
void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->unk_222 > 0) {
this->unk_222--;
} else {
@ -368,7 +368,7 @@ void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CF8F0(EnBw* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &D_06002250, -1.0f);
this->actor.speedXZ = 7.0f;
this->actor.posRot.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsLink;
this->unk_220 = 4;
@ -396,7 +396,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
floorPolyType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
if ((floorPolyType == 2) || (floorPolyType == 3) || (floorPolyType == 9)) {
@ -413,7 +413,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CFBA8(EnBw* this) {
SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
this->unk_220 = 5;
this->unk_222 = 1000;
this->unk_260 = 0.0f;
@ -428,7 +428,7 @@ void func_809CFBA8(EnBw* this) {
void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.z, 0x7FFF, 1, 0xFA0, 0);
Math_SmoothStepToF(&this->unk_248, 0.0f, 1.0f, 0.05f, 0.0f);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
if ((globalCtx->gameplayFrames % 0x80) == 0) {
this->unk_25C = (Rand_ZeroOne() * 0.25f) + 0.7f;
@ -471,7 +471,7 @@ void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CFF10(EnBw* this) {
SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
this->unk_220 = 6;
this->unk_222 = 1000;
this->unk_221 = 3;
@ -485,7 +485,7 @@ void func_809CFF10(EnBw* this) {
void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.z, 0, 1, 0xFA0, 0);
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
this->unk_222 = 0xBB8;
@ -796,7 +796,7 @@ void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnBw_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
} else {
func_80093D84(globalCtx->state.gfxCtx);
@ -804,7 +804,7 @@ void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->color1.a);
gDPSetEnvColor(POLY_XLU_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnBw_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
}

View file

@ -10,8 +10,8 @@ typedef void (*EnBwActionFunc)(struct EnBw*, GlobalContext*);
typedef struct EnBw {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s limbDrawTbl[12];
/* 0x01D8 */ Vec3s transitionDrawTbl[12];
/* 0x0190 */ Vec3s jointTable[12];
/* 0x01D8 */ Vec3s morphTable[12];
/* 0x0220 */ u8 unk_220;
/* 0x0221 */ u8 unk_221;
/* 0x0222 */ s16 unk_222;