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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
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GPG key ID: 4AEE18F83AFDEB23
1187 changed files with 5434 additions and 5367 deletions

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@ -45,10 +45,10 @@ void EnHata_Init(Actor* thisx, GlobalContext* globalCtx) {
f32 frameCount;
temp = 0;
frameCount = SkelAnime_GetFrameCount(&D_06000444);
frameCount = Animation_GetLastFrame(&D_06000444);
Actor_SetScale(&this->dyna.actor, 1.0f / 75.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_06002FD0, &D_06000444, NULL, NULL, 0);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000444, 1.0f, 0.0f, frameCount, 0, 0.0f);
Animation_Change(&this->skelAnime, &D_06000444, 1.0f, 0.0f, frameCount, 0, 0.0f);
DynaPolyInfo_SetActorMove(&this->dyna, DPM_UNK);
DynaPolyInfo_Alloc(&D_060000C0, &temp);
this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, temp);
@ -75,7 +75,7 @@ void EnHata_Update(Actor* thisx, GlobalContext* globalCtx2) {
Vec3f sp3C;
f32 sin;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
this->limbs[3].y = this->limbs[12].y = -0x4000;
sp3C.x = globalCtx->envCtx.unk_A8;
sp3C.y = globalCtx->envCtx.unk_AA;
@ -98,7 +98,7 @@ void EnHata_Update(Actor* thisx, GlobalContext* globalCtx2) {
this->limbs[13].y = this->limbs[4].y;
this->limbs[4].z = -Math_Vec3f_Yaw(&sp48, &sp3C);
this->limbs[13].z = this->limbs[4].z;
this->skelAnime.animPlaybackSpeed = (Rand_ZeroFloat(1.25f) + 2.75f) * (globalCtx->envCtx.unk_B0 / 255.0f);
this->skelAnime.playSpeed = (Rand_ZeroFloat(1.25f) + 2.75f) * (globalCtx->envCtx.unk_B0 / 255.0f);
}
s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
@ -111,7 +111,7 @@ s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
rot->y += limbs[limbIndex].y;
rot->z += limbs[limbIndex].z;
}
return 0;
return false;
}
void EnHata_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
@ -121,6 +121,6 @@ void EnHata_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnHata* this = THIS;
func_800943C8(globalCtx->state.gfxCtx);
Matrix_Scale(1.0f, 1.1f, 1.0f, MTXMODE_APPLY);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHata_OverrideLimbDraw,
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnHata_OverrideLimbDraw,
EnHata_PostLimbDraw, this);
}