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En_Attack_Niw, En_Insect, z_skin_matrix, and z_skelanime matched (#493)
* 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 * marginal improvement * matched functions. Also fixed a serious lack of static * format * more static * fixing a function prototype * skelanime OK * forgot .s * skin matrix matched * format
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61 changed files with 209 additions and 1264 deletions
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@ -12,8 +12,8 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, GlobalContext* globalCtx);
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void EnEncount1_SpawnTektites(EnEncount1* this, GlobalContext* globalCtx);
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void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, GlobalContext* globalCtx);
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s16 sLeeverAngles[] = { 0x0000, 0x2710, 0x7148, 0x8EB8, 0xD8F0 };
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f32 sLeeverDists[] = { 200.0f, 170.0f, 120.0f, 120.0f, 170.0f };
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static s16 sLeeverAngles[] = { 0x0000, 0x2710, 0x7148, 0x8EB8, 0xD8F0 };
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static f32 sLeeverDists[] = { 200.0f, 170.0f, 120.0f, 120.0f, 170.0f };
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const ActorInit En_Encount1_InitVars = {
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ACTOR_EN_ENCOUNT1,
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@ -141,7 +141,8 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, GlobalContext* globalCtx) {
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leever = (EnReeba*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_REEBA,
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spawnPos.x, spawnPos.y, spawnPos.z, 0, 0, 0, spawnParams);
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if (1) {} if (1) {}
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if (1) {}
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if (1) {}
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if (leever != NULL) {
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this->curNumSpawn++;
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leever->unk_280 = this->leeverIndex++;
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