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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>
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268 changed files with 1941 additions and 2045 deletions
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@ -27,7 +27,7 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx);
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void func_809B0A28(EnAni* this, GlobalContext* globalCtx);
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void func_809B0A6C(EnAni* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_060000F0;
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extern FlexSkeletonHeader D_060000F0;
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extern AnimationHeader D_060067B8;
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extern AnimationHeader D_060070F0;
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extern AnimationHeader D_060076EC;
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@ -73,8 +73,8 @@ void EnAni_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, &D_060076EC, this->limbDrawTable,
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this->transitionDrawTable, 0x10);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060000F0, &D_060076EC, this->limbDrawTable,
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this->transitionDrawTable, 0x10);
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_060076EC);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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@ -208,30 +208,25 @@ void func_809B0988(EnAni* this, GlobalContext* globalCtx) {
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}
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void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
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GenericAnimationHeader* objSegFrameCount = &D_060070F0.genericHeader;
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AnimationHeader* objSegChangeAnime = &D_060070F0;
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if (globalCtx->csCtx.npcActions[0]->action == 4) {
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f, SkelAnime_GetFrameCount(objSegFrameCount),
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2, -4.0f);
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this->unk_2AA += 1;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060070F0, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060070F0), 2, -4.0f);
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this->unk_2AA++;
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this->actor.shape.shadowDrawFunc = ActorShadow_DrawFunc_Circle;
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}
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}
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void func_809B0A28(EnAni* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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this->unk_2AA += 1;
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->unk_2AA++;
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}
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}
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void func_809B0A6C(EnAni* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->skelAnime.animCurrentFrame = 0.0f;
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}
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if (globalCtx->csCtx.npcActions[0]->action == 2) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060067B8, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&D_060067B8.genericHeader), 2, 0.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060067B8, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060067B8), 2, 0.0f);
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this->actor.shape.shadowDrawFunc = NULL;
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this->unk_2AA++;
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}
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@ -295,7 +290,7 @@ void EnAni_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnAni* this = THIS;
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if (limbIndex == 15) {
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@ -305,9 +300,11 @@ s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnAni* this = THIS;
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if (limbIndex == 15) {
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Matrix_MultVec3f(&sMultVec, &thisx->posRot2.pos);
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Matrix_MultVec3f(&sMultVec, &this->actor.posRot2.pos);
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}
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}
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@ -321,8 +318,8 @@ void EnAni_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B0F80[this->unk_2AC]));
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnAni_OverrideLimbDraw, EnAni_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnAni_OverrideLimbDraw, EnAni_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ani.c", 736);
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}
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