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SkelAnime "Skeleton" Documentation Pass (#497)

* 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

* spooky scary skeletons

* there's a skeleton inside of you

* formatting

* types

* a matched function even

* undo change

* lol anime

* ok how did I forget the .s

* array fix

* would you like to ride the bone train?

* stuff

* more renames

* renames and cleanup

* names suck

* idea

* using void** for now

* stuff

* look more type fixes

Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
petrie911 2020-12-01 21:19:56 -06:00 committed by GitHub
parent 629d1c8968
commit 4876610c75
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -53,7 +53,7 @@ const ActorInit Demo_Go_InitVars = {
extern AnimationHeader D_060029A8;
extern AnimationHeader D_06004930;
extern UNK_TYPE D_0600E680;
extern SkeletonHeader D_0600FEF0;
extern FlexSkeletonHeader D_0600FEF0;
UNK_TYPE func_8097C870(DemoGo* this) {
s32 ret;
@ -245,8 +245,7 @@ void func_8097CEEC(DemoGo* this, GlobalContext* globalCtx) {
void func_8097CF20(DemoGo* this, GlobalContext* globalCtx, UNK_TYPE arg2) {
AnimationHeader* animation = &D_060029A8;
if (arg2 != 0) {
SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&animation->genericHeader), 0, -8.0f);
SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(animation), 0, -8.0f);
this->action = 5;
this->unk_19C = 0.0f;
}
@ -319,9 +318,8 @@ void DemoGo_Init(Actor* thisx, GlobalContext* globalCtx) {
AnimationHeader* animation = &D_06004930;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600FEF0, NULL, NULL, NULL, 0);
SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animation->genericHeader), 2,
0.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600FEF0, NULL, NULL, NULL, 0);
SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(animation), 2, 0.0f);
this->action = 0;
}
@ -341,8 +339,8 @@ void func_8097D29C(DemoGo* this, GlobalContext* globalCtx) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(srcSegment8));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(srcSegment9));
SkelAnime_DrawSV(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount, NULL, NULL,
&this->actor);
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount, NULL, NULL,
this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_demo_go.c", 746);
}