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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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@ -88,8 +88,7 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
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this->transitionDrawTable, 4);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->jointTable, this->morphTable, 4);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Teardrop, 90.0f);
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->actor.posRot2.pos.y += 50.0f;
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@ -110,7 +109,7 @@ void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void func_809EC9C8(EnDha* this) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060015B0);
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Animation_PlayLoop(&this->skelAnime, &D_060015B0);
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this->unk_1C0 = 0;
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this->unk_1C8 = ((Rand_ZeroOne() * 10.0f) + 5.0f);
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this->actor.speedXZ = 0.0f;
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@ -208,7 +207,7 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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this->actor.initPosRot.rot.z = 1;
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
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Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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}
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}
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@ -228,7 +227,7 @@ void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 2000, 0);
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Math_SmoothStepToS(&this->unk_1D0.y, 0, 1, 600, 0);
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Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 2000, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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this->unk_1C8--;
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if (this->unk_1C8 == 0) {
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func_809EC9C8(this);
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@ -262,7 +261,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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}
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
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result = Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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if (result == 0) {
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vector = this->actor.posRot.pos;
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@ -336,7 +335,7 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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rot->y = -this->unk_1D6.x;
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rot->z = -this->unk_1D0.z;
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}
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return 0;
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return false;
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}
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void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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@ -370,6 +369,6 @@ void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnDha* this = THIS;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, this);
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}
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@ -11,8 +11,8 @@ typedef void (*EnDhaActionFunc)(struct EnDha*, GlobalContext*);
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typedef struct EnDha {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ Vec3s limbDrawTable[4];
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/* 0x01A8 */ Vec3s transitionDrawTable[4];
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/* 0x0190 */ Vec3s jointTable[4];
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/* 0x01A8 */ Vec3s morphTable[4];
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/* 0x01C0 */ u8 unk_1C0;
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/* 0x01C4 */ EnDhaActionFunc actionFunc;
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/* 0x01C8 */ s16 unk_1C8;
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