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ovl_En_Ik (#461)
* merge upstream
* Merge upstream
* Progress
* Progress
* Fixes
* Migrate bss for now ig
* func_80A772EC
* Use rom reloc
* Cleanup
* Correct prototype
* Rename to _PlayBGM
* Eh revert to _StartMusic
* Match func_80A74398 more
* Fixes
* Work on func_80A74398
* Work on func_80A74398
* Match func_80A74398
* Use thisx
* Name, static, and move some stuff
* Match some graphics functions
* Rename asm for named functions
* Forgot one
* More graphics stuff
* Progress
* More progress
* Fix jump table
* Figure out types for a lot of data
* Fix data
* Type remaining data
* Work on func_80A7492C
* Ugly match for func_80A7492C
* Fix func_80A7492C
* Match some interesting stuff
* Move and remove forward declarations
* Sort declarations
* Progress
* Use quotes for vt import
* Slightly better diff
* Better diff again
* Fix stack on func_80A74BA4
* match func_80A74BA4
* func_80A74674
* Progress
* Progress
* Progress
* Progress
* Eh early return probably makes more sense here
* Progress
* Progress
* Progress
* Autocomplete sucks
* Name stuff in func_80A76E2C
* Work a bit on func_80A75C38
* Ugly match func_80A75FA0
* Name it prevInvincibilityTimer
* EnIk_PostLimbDraw3
* Use hex for line numbers in EnIk_PostLimbDraw3
* EnIk_PostLimbDraw2
* EnIk_PostLimbDraw1
* Use hex for line numbers in EnIk_PostLimbDraw1
* Use ACTORTYPE_ENEMY
* Progress
* Possible fake match of func_80A75C38
* Update spec and remove asm
* Cleanup forward declarations
* Move data to fun places
* Move data into func_80A76E2C
* Move data into func_80A75A38
* Make D_80A7847C an array
* Remove struct padding
* Revert "Remove struct padding"
This reverts commit 87b0bd73da
.
* Name colliders
* Use else
* Name shieldColliderItems
* Use new graphics macros
* Cleanup
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80 changed files with 1450 additions and 4947 deletions
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@ -6,9 +6,35 @@
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struct EnIk;
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typedef void (*EnIkActionFunc)(struct EnIk*, GlobalContext*);
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typedef struct EnIk {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x390];
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ Vec3s limbDrawTable[30];
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/* 0x0244 */ Vec3s transitionDrawTable[30];
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/* 0x02F8 */ u8 unk_2F8;
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/* 0x02F9 */ u8 unk_2F9;
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/* 0x02FA */ u8 unk_2FA;
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/* 0x02FB */ u8 unk_2FB;
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/* 0x02FC */ u8 unk_2FC;
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/* 0x02FD */ u8 unk_2FD;
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/* 0x02FE */ s8 unk_2FE;
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/* 0x02FF */ s8 unk_2FF;
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/* 0x0300 */ s16 unk_300;
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/* 0x0302 */ s16 switchFlags;
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/* 0x0304 */ EnIkActionFunc actionFunc;
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/* 0x0308 */ struct_80032E24 unk_308;
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/* 0x0320 */ ColliderCylinder bodyCollider;
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/* 0x036C */ ColliderQuad axeCollider;
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/* 0x03EC */ ColliderTris shieldCollider;
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/* 0x040C */ ColliderTrisItem shieldColliderItems[2];
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/* 0x04C4 */ s32 blureIdx;
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/* 0x04C8 */ s32 action;
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/* 0x04CC */ s32 drawMode;
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/* 0x04D0 */ u32 npcAction;
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/* 0x04D4 */ s32 unk_4D4;
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/* 0x04D8 */ char unk_4D8[0x04];
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} EnIk; // size = 0x04DC
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extern const ActorInit En_Ik_InitVars;
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