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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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@ -98,7 +98,7 @@ void EnKakasi2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnKakasi2* this = THIS;
Collider_DestroyCylinder(globalCtx, &this->collider);
//! @bug Skelanime_Free is not called
//! @bug SkelAnime_Free is not called
}
void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
@ -148,9 +148,9 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
}
void func_80A904D8(EnKakasi2* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
f32 frameCount = Animation_GetLastFrame(&D_06000214);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
Animation_Change(&this->skelAnime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_COME_UP_DEKU_JR);
this->actionFunc = func_80A90578;
}
@ -158,9 +158,9 @@ void func_80A904D8(EnKakasi2* this, GlobalContext* globalCtx) {
void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
s16 currentFrame;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
currentFrame = this->skelAnime.animCurrentFrame;
currentFrame = this->skelAnime.curFrame;
if (currentFrame == 11 || currentFrame == 17) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_KAKASHI_SWING);
}
@ -175,18 +175,18 @@ void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
}
void func_80A9062C(EnKakasi2* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
f32 frameCount = Animation_GetLastFrame(&D_06000214);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000214, 0.0f, 0.0f, (s16)frameCount, 2, -10.0f);
Animation_Change(&this->skelAnime, &D_06000214, 0.0f, 0.0f, (s16)frameCount, 2, -10.0f);
this->actionFunc = func_80A906C4;
}
void func_80A906C4(EnKakasi2* this, GlobalContext* globalCtx) {
if (this->skelAnime.animCurrentFrame != 0) {
Math_ApproachZeroF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
if (this->skelAnime.curFrame != 0) {
Math_ApproachZeroF(&this->skelAnime.curFrame, 0.5f, 1.0f);
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_198, 5, 0xBB8, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
}
void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
@ -230,6 +230,6 @@ void func_80A90948(Actor* thisx, GlobalContext* globalCtx) {
EnKakasi2* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
NULL, NULL, this);
}