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Reduce overlay dependencies on global.h (6) (#2468)
* add some headers, split some of z64.h
* MtxClear -> IdentityMtx
* more misc cleanups
* move D_80116280 to header, fix build issue
* remove z64.h
* Revert "MtxClear -> IdentityMtx"
This reverts commit 8fc74c0672
.
* split z64path.h and z64skin.h functions
* z64face_reaction.h
* cleanup overlay global references
* trim padding
* bss
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parent
494aecc9fc
commit
4639914583
116 changed files with 419 additions and 297 deletions
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@ -3,6 +3,10 @@
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#include "z64animation.h"
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struct Actor;
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struct GraphicsContext;
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struct PlayState;
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/**
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* Holds a compact version of a vertex used in the Skin system
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* It is used to initialise the Vtx used by an animated limb
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@ -75,4 +79,19 @@ typedef s32 (*SkinOverrideLimbDraw)(struct Actor*, struct PlayState*, s32, Skin*
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#define SKIN_TRANSFORM_IS_FHG 0x23
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void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
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void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
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void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
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void func_800A6330(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
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void func_800A6360(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
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void func_800A6394(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
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void func_800A63CC(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
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void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
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void Skin_Init(struct PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
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void Skin_Free(struct PlayState* play, Skin* skin);
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s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, struct Actor* actor, s32 setTranslation);
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#endif
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