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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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@ -115,45 +115,45 @@ void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
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}
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void EnSb_SetupWaitClosed(EnSb* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, SkelAnime_GetFrameCount(&D_0600004C), 2, 0.0f);
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Animation_Change(&this->skelAnime, &D_0600004C, 1.0f, 0, Animation_GetLastFrame(&D_0600004C), 2, 0.0f);
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this->behavior = SHELLBLADE_WAIT_CLOSED;
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this->actionFunc = EnSb_WaitClosed;
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}
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void EnSb_SetupOpen(EnSb* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000194, 1.0f, 0, SkelAnime_GetFrameCount(&D_06000194), 2, 0.0f);
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Animation_Change(&this->skelAnime, &D_06000194, 1.0f, 0, Animation_GetLastFrame(&D_06000194), 2, 0.0f);
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this->behavior = SHELLBLADE_OPEN;
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this->actionFunc = EnSb_Open;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
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}
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void EnSb_SetupWaitOpen(EnSb* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06002C8C, 1.0f, 0, SkelAnime_GetFrameCount(&D_06002C8C), 0, 0.0f);
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Animation_Change(&this->skelAnime, &D_06002C8C, 1.0f, 0, Animation_GetLastFrame(&D_06002C8C), 0, 0.0f);
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this->behavior = SHELLBLADE_WAIT_OPEN;
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this->actionFunc = EnSb_WaitOpen;
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}
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void EnSb_SetupLunge(EnSb* this) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000124);
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f32 frameCount = Animation_GetLastFrame(&D_06000124);
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f32 playbackSpeed = this->actor.waterY > 0.0f ? 1.0f : 0.0f;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, 2, 0);
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Animation_Change(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, 2, 0);
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this->behavior = SHELLBLADE_LUNGE;
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this->actionFunc = EnSb_Lunge;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
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}
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void EnSb_SetupBounce(EnSb* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060000B4, 1.0f, 0, SkelAnime_GetFrameCount(&D_060000B4), 2, 0.0f);
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Animation_Change(&this->skelAnime, &D_060000B4, 1.0f, 0, Animation_GetLastFrame(&D_060000B4), 2, 0.0f);
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this->behavior = SHELLBLADE_BOUNCE;
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this->actionFunc = EnSb_Bounce;
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}
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void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_0600004C);
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f32 frameCount = Animation_GetLastFrame(&D_0600004C);
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if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, frameCount, 2, 0.0f);
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Animation_Change(&this->skelAnime, &D_0600004C, 1.0f, 0, frameCount, 2, 0.0f);
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}
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this->behavior = SHELLBLADE_WAIT_CLOSED;
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if (changeSpeed) {
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@ -183,9 +183,9 @@ void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
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}
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void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
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f32 currentFrame = this->skelAnime.animCurrentFrame;
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f32 currentFrame = this->skelAnime.curFrame;
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if (SkelAnime_GetFrameCount(&D_06000194) <= currentFrame) {
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if (Animation_GetLastFrame(&D_06000194) <= currentFrame) {
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this->timer = 15;
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EnSb_SetupWaitOpen(this);
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} else {
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@ -255,8 +255,8 @@ void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
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f32 currentFrame;
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f32 frameCount;
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currentFrame = this->skelAnime.animCurrentFrame;
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frameCount = SkelAnime_GetFrameCount(&D_060000B4);
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currentFrame = this->skelAnime.curFrame;
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frameCount = Animation_GetLastFrame(&D_060000B4);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
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if (currentFrame == frameCount) {
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@ -304,27 +304,27 @@ void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx) {
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s32 EnSb_IsVulnerable(EnSb* this) {
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switch (this->behavior) {
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case SHELLBLADE_OPEN:
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if ((this->skelAnime.animCurrentFrame >= 2.0f) && (this->skelAnime.animCurrentFrame <= 5.0f)) {
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if ((this->skelAnime.curFrame >= 2.0f) && (this->skelAnime.curFrame <= 5.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_WAIT_CLOSED:
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if ((this->skelAnime.animCurrentFrame >= 0.0f) && (this->skelAnime.animCurrentFrame <= 1.0f)) {
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if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 1.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_WAIT_OPEN:
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if ((this->skelAnime.animCurrentFrame >= 0.0f) && (this->skelAnime.animCurrentFrame <= 19.0f)) {
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if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 19.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_LUNGE:
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if (this->skelAnime.animCurrentFrame == 0.0f) {
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if (this->skelAnime.curFrame == 0.0f) {
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return true;
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}
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break;
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case SHELLBLADE_BOUNCE:
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if ((this->skelAnime.animCurrentFrame >= 3.0f) && (this->skelAnime.animCurrentFrame <= 5.0f)) {
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if ((this->skelAnime.curFrame >= 3.0f) && (this->skelAnime.curFrame <= 5.0f)) {
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return true;
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}
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break;
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@ -437,7 +437,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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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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}
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}
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@ -454,7 +454,7 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s16 fireDecr;
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func_8002EBCC(&this->actor, globalCtx, 1);
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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, EnSb_PostLimbDraw, this);
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if (this->fire != 0) {
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this->actor.dmgEffectTimer++;
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