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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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@ -51,9 +51,8 @@ void EnHs_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->limbDrawTable,
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this->transitionDrawTable, 16);
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060005C0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->jointTable, this->morphTable, 16);
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Animation_PlayLoop(&this->skelAnime, &D_060005C0);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = 0xFF;
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@ -166,7 +165,7 @@ void func_80A6E7BC(EnHs* this, GlobalContext* globalCtx) {
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break;
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}
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060005C0, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060005C0), 0, 8.0f);
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Animation_Change(&this->skelAnime, &D_060005C0, 1.0f, 0.0f, Animation_GetLastFrame(&D_060005C0), 0, 8.0f);
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}
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this->unk_2A8 |= 1;
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@ -178,7 +177,7 @@ void func_80A6E8CC(EnHs* this, GlobalContext* globalCtx) {
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if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
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func_8010B720(globalCtx, 0x10B3);
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func_80A6E3A0(this, func_80A6E7BC);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000528, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_06000528), 0, 8.0f);
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Animation_Change(&this->skelAnime, &D_06000528, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000528), 0, 8.0f);
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}
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if (this->unk_2AA > 0) {
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@ -199,8 +198,7 @@ void func_80A6E9AC(EnHs* this, GlobalContext* globalCtx) {
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if (func_8002F368(globalCtx) == 7) {
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player->actor.textId = 0x10B2;
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func_80A6E3A0(this, func_80A6E8CC);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000304, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_06000304), 0,
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8.0f);
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Animation_Change(&this->skelAnime, &D_06000304, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000304), 0, 8.0f);
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this->unk_2AA = 40;
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func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
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} else {
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@ -224,8 +222,8 @@ void EnHs_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->skelAnime.animCurrentFrame = 0.0f;
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if (SkelAnime_Update(&this->skelAnime)) {
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this->skelAnime.curFrame = 0.0f;
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}
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this->actionFunc(this, globalCtx);
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@ -251,25 +249,24 @@ s32 EnHs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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break;
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case 10:
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*dList = NULL;
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return 0;
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return false;
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case 11:
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*dList = NULL;
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return 0;
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return false;
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case 12:
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if (this->actor.params == 1) {
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*dList = NULL;
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return 0;
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return false;
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}
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break;
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case 13:
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if (this->actor.params == 1) {
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*dList = NULL;
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return 0;
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return false;
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}
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break;
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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 EnHs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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@ -285,6 +282,6 @@ void EnHs_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnHs* this = THIS;
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func_800943C8(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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EnHs_OverrideLimbDraw, EnHs_PostLimbDraw, this);
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}
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@ -12,8 +12,8 @@ typedef struct EnHs {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ColliderCylinder collider;
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/* 0x0198 */ SkelAnime skelAnime;
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/* 0x01DC */ Vec3s limbDrawTable[16];
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/* 0x023C */ Vec3s transitionDrawTable[16];
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/* 0x01DC */ Vec3s jointTable[16];
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/* 0x023C */ Vec3s morphTable[16];
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/* 0x029C */ Vec3s unk_29C;
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/* 0x02A2 */ Vec3s unk_2A2;
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/* 0x02A8 */ u16 unk_2A8;
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