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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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@ -66,8 +66,7 @@ void EnReeba_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.unk_1F = 3;
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this->actor.gravity = -3.5f;
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this->actor.posRot2.pos = this->actor.posRot.pos;
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SkelAnime_Init(globalCtx, &this->skelanime, &D_06001EE8, &D_060001E4, this->limbDrawTable,
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this->transitionDrawTable, 18);
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SkelAnime_Init(globalCtx, &this->skelanime, &D_06001EE8, &D_060001E4, this->jointTable, this->morphTable, 18);
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.health = 4;
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -123,11 +122,11 @@ void EnReeba_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void func_80AE4F40(EnReeba* this, GlobalContext* globalCtx) {
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f32 frames = SkelAnime_GetFrameCount(&D_060001E4);
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f32 frames = Animation_GetLastFrame(&D_060001E4);
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Player* player = PLAYER;
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s16 playerSpeed;
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SkelAnime_ChangeAnim(&this->skelanime, &D_060001E4, 2.0f, 0.0f, frames, 0, -10.0f);
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Animation_Change(&this->skelanime, &D_060001E4, 2.0f, 0.0f, frames, 0, -10.0f);
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playerSpeed = fabsf(player->linearVelocity);
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this->unk_278 = 20 - playerSpeed * 2;
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@ -154,7 +153,7 @@ void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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f32 playerLinearVel;
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if ((globalCtx->gameplayFrames % 4) == 0) {
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func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, this->actor.shape.unk_10, 1, 8.0f, 500, 10, 1);
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@ -202,7 +201,7 @@ void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
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void func_80AE5270(EnReeba* this, GlobalContext* globalCtx) {
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s32 surfaceType;
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if (this->actor.shape.unk_10 < 12.0f) {
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Math_ApproachF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
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@ -233,7 +232,7 @@ void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx) {
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s16 yaw;
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s32 surfaceType;
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if (this->actor.shape.unk_10 < 12.0f) {
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Math_ApproachF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
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@ -293,7 +292,7 @@ void func_80AE5688(EnReeba* this, GlobalContext* globalCtx) {
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void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx) {
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Math_ApproachZeroF(&this->actor.shape.unk_10, 1.0f, 0.3f);
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Math_ApproachZeroF(&this->actor.speedXZ, 0.1f, 0.3f);
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if ((this->unk_284 + 10.0f) <= this->actor.shape.unk_08) {
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if ((globalCtx->gameplayFrames % 4) == 0) {
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@ -317,7 +316,7 @@ void func_80AE57F0(EnReeba* this, GlobalContext* globalCtx) {
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}
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void func_80AE5854(EnReeba* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelanime);
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SkelAnime_Update(&this->skelanime);
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 1.0f;
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@ -620,7 +619,7 @@ void EnReeba_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 255, 255, 255, 255);
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}
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SkelAnime_DrawOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, NULL, NULL, this);
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SkelAnime_DrawOpa(globalCtx, this->skelanime.skeleton, this->skelanime.jointTable, NULL, NULL, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_reeba.c", 1088);
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@ -11,8 +11,8 @@ typedef void (*EnReebaActionFunc)(struct EnReeba*, GlobalContext*);
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typedef struct EnReeba {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelAnime skelanime;
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/* 0x0190 */ Vec3s limbDrawTable[18];
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/* 0x01FC */ Vec3s transitionDrawTable[18];
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/* 0x0190 */ Vec3s jointTable[18];
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/* 0x01FC */ Vec3s morphTable[18];
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/* 0x0268 */ char unk_268[0x4];
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/* 0x026C */ EnReebaActionFunc actionfunc;
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/* 0x0270 */ s16 unk_270;
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