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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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@ -230,10 +230,10 @@ void func_80AA2F80(EnMa3* this) {
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}
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void func_80AA3004(EnMa3* this, s32 idx) {
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f32 frameCount = SkelAnime_GetFrameCount(D_80AA3848[idx].animation);
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f32 frameCount = Animation_GetLastFrame(D_80AA3848[idx].animation);
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SkelAnime_ChangeAnim(&this->skelAnime, D_80AA3848[idx].animation, 1.0f, 0.0f, frameCount, D_80AA3848[idx].unk_08,
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D_80AA3848[idx].transitionRate);
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Animation_Change(&this->skelAnime, D_80AA3848[idx].animation, 1.0f, 0.0f, frameCount, D_80AA3848[idx].unk_08,
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D_80AA3848[idx].transitionRate);
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}
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void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -241,7 +241,7 @@ void EnMa3_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, 18.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008D90, NULL, 0, 0, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008D90, NULL, NULL, NULL, 0);
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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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func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
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@ -285,7 +285,7 @@ void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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func_80AA2F80(this);
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this->actionFunc(this, globalCtx);
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func_80AA2E54(this, globalCtx);
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@ -325,7 +325,7 @@ s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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rot->y += Math_SinS(this->unk_212[limbIndex].y) * 200.0f;
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rot->z += Math_CosS(this->unk_212[limbIndex].z) * 200.0f;
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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 EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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@ -360,7 +360,7 @@ void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(D_80AA38A4[this->unk_210]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80AA38B0[this->unk_20E]));
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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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EnMa3_OverrideLimbDraw, EnMa3_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ma3.c", 1013);
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