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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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@ -52,7 +52,7 @@ void EnKakasi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnKakasi3* this = THIS;
Collider_DestroyCylinder(globalCtx, &this->collider);
//! @bug Skelanime_Free is not called
//! @bug SkelAnime_Free is not called
}
void EnKakasi3_Init(Actor* thisx, GlobalContext* globalCtx) {
@ -75,10 +75,10 @@ void EnKakasi3_Init(Actor* thisx, GlobalContext* globalCtx) {
void func_80A90E28(EnKakasi3* this) {
this->unk_1A4 = 0;
this->skelAnime.animPlaybackSpeed = 0.0f;
this->skelAnime.playSpeed = 0.0f;
this->unk_1AA = this->unk_1AE = 0x0;
Math_ApproachZeroF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
Math_ApproachZeroF(&this->skelAnime.curFrame, 0.5f, 1.0f);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->rot.x, 5, 0x2710, 0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->rot.y, 5, 0x2710, 0);
Math_SmoothStepToS(&this->actor.shape.rot.z, this->rot.z, 5, 0x2710, 0);
@ -138,7 +138,7 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
this->actor.velocity.y = 3.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_IT_KAKASHI_JUMP);
}
Math_ApproachF(&this->skelAnime.animPlaybackSpeed, this->unk_1B8, 0.1f, 0.2f);
Math_ApproachF(&this->skelAnime.playSpeed, this->unk_1B8, 0.1f, 0.2f);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_1AA, 0x5, 0x3E8, 0);
Math_SmoothStepToS(&this->actor.shape.rot.z, this->unk_1AE, 0x5, 0x3E8, 0);
@ -155,23 +155,23 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
this->unk_1A4 = 0;
}
}
currentFrame = this->skelAnime.animCurrentFrame;
currentFrame = this->skelAnime.curFrame;
if (currentFrame == 11 || currentFrame == 17) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_KAKASHI_SWING);
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
}
}
void func_80A911F0(EnKakasi3* 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);
this->actionFunc = func_80A91284;
}
void func_80A91284(EnKakasi3* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
this->actor.textId = 0x40A1;
this->dialogState = 6;
@ -203,7 +203,7 @@ void func_80A91348(EnKakasi3* this, GlobalContext* globalCtx) {
s16 absAngleTowardsLink;
func_80A90E28(this);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
this->camId = -1;
if (func_8002F194(&this->actor, globalCtx)) {
if (!this->unk_194) {
@ -302,7 +302,7 @@ void func_80A91620(EnKakasi3* this, GlobalContext* globalCtx) {
void func_80A91760(EnKakasi3* this, GlobalContext* globalCtx) {
func_80A90E28(this);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->dialogState == func_8010BDBC(&globalCtx->msgCtx) && func_80106BC8(globalCtx)) {
globalCtx->msgCtx.msgMode = 0x37;
func_8010BD58(globalCtx, 0x2D);
@ -375,7 +375,7 @@ void func_80A918E4(EnKakasi3* this, GlobalContext* globalCtx) {
void func_80A91A90(EnKakasi3* this, GlobalContext* globalCtx) {
func_80A90E28(this);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
func_8002DF54(globalCtx, NULL, 8);
if (this->dialogState == func_8010BDBC(&globalCtx->msgCtx) && func_80106BC8(globalCtx)) {
@ -428,6 +428,6 @@ void EnKakasi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnKakasi3* 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);
}