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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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@ -98,7 +98,7 @@ void EnKakasi2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi2* 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 func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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@ -148,9 +148,9 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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void func_80A904D8(EnKakasi2* 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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Audio_PlayActorSound2(&this->actor, NA_SE_EV_COME_UP_DEKU_JR);
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this->actionFunc = func_80A90578;
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}
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@ -158,9 +158,9 @@ void func_80A904D8(EnKakasi2* this, GlobalContext* globalCtx) {
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void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
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s16 currentFrame;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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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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@ -175,18 +175,18 @@ void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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void func_80A9062C(EnKakasi2* 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, 0.0f, 0.0f, (s16)frameCount, 2, -10.0f);
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Animation_Change(&this->skelAnime, &D_06000214, 0.0f, 0.0f, (s16)frameCount, 2, -10.0f);
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this->actionFunc = func_80A906C4;
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}
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void func_80A906C4(EnKakasi2* this, GlobalContext* globalCtx) {
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if (this->skelAnime.animCurrentFrame != 0) {
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Math_ApproachZeroF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
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if (this->skelAnime.curFrame != 0) {
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Math_ApproachZeroF(&this->skelAnime.curFrame, 0.5f, 1.0f);
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}
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_198, 5, 0xBB8, 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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void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -230,6 +230,6 @@ void func_80A90948(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi2* 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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NULL, NULL, this);
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}
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