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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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@ -48,7 +48,7 @@ void EnKakasi_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi* this = THIS;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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//! @bug Skelanime_Free is not called
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//! @bug SkelAnime_Free is not called
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}
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void EnKakasi_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -72,10 +72,10 @@ void EnKakasi_Init(Actor* thisx, GlobalContext* globalCtx) {
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void func_80A8F28C(EnKakasi* this) {
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this->unk_1A4 = 0;
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this->skelanime.animPlaybackSpeed = 0.0f;
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this->skelanime.playSpeed = 0.0f;
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this->unk_1A8 = this->unk_1AC = 0;
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Math_ApproachZeroF(&this->skelanime.animCurrentFrame, 0.5f, 1.0f);
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Math_ApproachZeroF(&this->skelanime.curFrame, 0.5f, 1.0f);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->rot.x, 5, 0x2710, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->rot.y, 5, 0x2710, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.z, this->rot.z, 5, 0x2710, 0);
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@ -135,7 +135,7 @@ void func_80A8F320(EnKakasi* this, GlobalContext* globalCtx, s16 arg) {
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this->actor.velocity.y = 3.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_KAKASHI_JUMP);
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}
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Math_ApproachF(&this->skelanime.animPlaybackSpeed, this->unk_1B8, 0.1f, 0.2f);
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Math_ApproachF(&this->skelanime.playSpeed, this->unk_1B8, 0.1f, 0.2f);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_1A8, 5, 0x3E8, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.z, this->unk_1AC, 5, 0x3E8, 0);
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@ -152,18 +152,18 @@ void func_80A8F320(EnKakasi* this, GlobalContext* globalCtx, s16 arg) {
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this->unk_1A4 = 0;
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}
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}
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currentFrame = this->skelanime.animCurrentFrame;
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currentFrame = this->skelanime.curFrame;
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if (currentFrame == 11 || currentFrame == 17) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_KAKASHI_SWING);
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}
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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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void func_80A8F660(EnKakasi* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
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f32 frameCount = Animation_GetLastFrame(&D_06000214);
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SkelAnime_ChangeAnim(&this->skelanime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Animation_Change(&this->skelanime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actor.textId = 0x4076;
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this->unk_196 = 6;
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@ -189,7 +189,7 @@ void func_80A8F75C(EnKakasi* this, GlobalContext* globalCtx) {
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s16 absyawTowardsLink;
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func_80A8F28C(this);
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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this->camId = -1;
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if (func_8002F194(&this->actor, globalCtx)) {
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if (this->unk_196 == 5) {
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@ -251,7 +251,7 @@ void func_80A8F8D0(EnKakasi* this, GlobalContext* globalCtx) {
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void func_80A8F9C8(EnKakasi* this, GlobalContext* globalCtx) {
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func_80A8F28C(this);
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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func_8002DF54(globalCtx, NULL, 8);
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if (this->unk_196 == func_8010BDBC(&globalCtx->msgCtx) && (func_80106BC8(globalCtx) != 0)) {
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@ -295,7 +295,7 @@ void func_80A8FAA4(EnKakasi* this, GlobalContext* globalCtx) {
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void func_80A8FBB8(EnKakasi* this, GlobalContext* globalCtx) {
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func_80A8F28C(this);
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if (this->unk_196 == func_8010BDBC(&globalCtx->msgCtx)) {
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if (func_80106BC8(globalCtx) != 0) {
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@ -338,6 +338,6 @@ void EnKakasi_Draw(Actor* thisx, GlobalContext* globalCtx) {
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ フラグ! ☆☆☆☆☆ %d\n" VT_RST, gSaveContext.scarecrowCustomSongSet);
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}
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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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NULL, NULL, this);
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}
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