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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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e4d88bf942
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1187 changed files with 5434 additions and 5367 deletions
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@ -80,7 +80,7 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, 0.012999999f);
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this->actor.naviEnemyId = 0x23;
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this->actor.gravity = -2.0f;
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->limbDrawTbl, this->transitionDrawTbl,
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable,
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12);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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@ -122,7 +122,7 @@ void func_809CE884(EnBw* this, GlobalContext* globalCtx) {
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}
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void func_809CE9A8(EnBw* this) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06000228, -2.0f);
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Animation_MorphToLoop(&this->skelAnime, &D_06000228, -2.0f);
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this->unk_220 = 2;
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this->unk_222 = Rand_ZeroOne() * 200.0f + 200.0f;
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this->unk_232 = 0;
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@ -141,7 +141,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player2 = PLAYER;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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this->unk_244 = this->unk_250 + 0.1f;
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sp58 = Math_CosF(this->unk_240);
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this->unk_240 += this->unk_244;
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@ -336,7 +336,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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}
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void func_809CF72C(EnBw* this) {
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_060021A0, -2.0f);
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Animation_MorphToPlayOnce(&this->skelAnime, &D_060021A0, -2.0f);
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this->unk_220 = 3;
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this->unk_221 = 0;
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this->unk_250 = 0.6f;
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@ -348,7 +348,7 @@ void func_809CF72C(EnBw* this) {
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}
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void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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if (SkelAnime_Update(&this->skelAnime)) {
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if (this->unk_222 > 0) {
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this->unk_222--;
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} else {
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@ -368,7 +368,7 @@ void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
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}
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void func_809CF8F0(EnBw* this) {
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06002250, -1.0f);
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Animation_MorphToPlayOnce(&this->skelAnime, &D_06002250, -1.0f);
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this->actor.speedXZ = 7.0f;
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this->actor.posRot.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsLink;
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this->unk_220 = 4;
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@ -396,7 +396,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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}
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 3) {
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floorPolyType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
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if ((floorPolyType == 2) || (floorPolyType == 3) || (floorPolyType == 9)) {
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@ -413,7 +413,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
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}
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void func_809CFBA8(EnBw* this) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06002250, -1.0f);
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Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
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this->unk_220 = 5;
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this->unk_222 = 1000;
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this->unk_260 = 0.0f;
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@ -428,7 +428,7 @@ void func_809CFBA8(EnBw* this) {
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void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.z, 0x7FFF, 1, 0xFA0, 0);
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Math_SmoothStepToF(&this->unk_248, 0.0f, 1.0f, 0.05f, 0.0f);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 3) {
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if ((globalCtx->gameplayFrames % 0x80) == 0) {
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this->unk_25C = (Rand_ZeroOne() * 0.25f) + 0.7f;
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@ -471,7 +471,7 @@ void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
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}
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void func_809CFF10(EnBw* this) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06002250, -1.0f);
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Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
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this->unk_220 = 6;
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this->unk_222 = 1000;
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this->unk_221 = 3;
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@ -485,7 +485,7 @@ void func_809CFF10(EnBw* this) {
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void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.z, 0, 1, 0xFA0, 0);
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 3) {
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func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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this->unk_222 = 0xBB8;
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@ -796,7 +796,7 @@ void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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func_80093D18(globalCtx->state.gfxCtx);
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gDPSetEnvColor(POLY_OPA_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
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gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
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POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
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EnBw_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
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} else {
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func_80093D84(globalCtx->state.gfxCtx);
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@ -804,7 +804,7 @@ void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->color1.a);
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gDPSetEnvColor(POLY_XLU_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
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gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
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POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
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EnBw_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
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}
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@ -10,8 +10,8 @@ typedef void (*EnBwActionFunc)(struct EnBw*, GlobalContext*);
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typedef struct EnBw {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ Vec3s limbDrawTbl[12];
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/* 0x01D8 */ Vec3s transitionDrawTbl[12];
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/* 0x0190 */ Vec3s jointTable[12];
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/* 0x01D8 */ Vec3s morphTable[12];
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/* 0x0220 */ u8 unk_220;
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/* 0x0221 */ u8 unk_221;
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/* 0x0222 */ s16 unk_222;
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