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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
This commit is contained in:
mzxrules 2025-02-13 18:15:14 -05:00 committed by GitHub
parent 494aecc9fc
commit 4639914583
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GPG key ID: B5690EEEBB952194
116 changed files with 419 additions and 297 deletions

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@ -3,6 +3,10 @@
#include "z64animation.h"
struct Actor;
struct GraphicsContext;
struct PlayState;
/**
* Holds a compact version of a vertex used in the Skin system
* It is used to initialise the Vtx used by an animated limb
@ -75,4 +79,19 @@ typedef s32 (*SkinOverrideLimbDraw)(struct Actor*, struct PlayState*, s32, Skin*
#define SKIN_TRANSFORM_IS_FHG 0x23
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
void func_800A6330(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
void func_800A6360(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
void func_800A6394(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
void func_800A63CC(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
void Skin_Init(struct PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
void Skin_Free(struct PlayState* play, Skin* skin);
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, struct Actor* actor, s32 setTranslation);
#endif