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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
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GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -17,6 +17,9 @@ void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx);
void func_809E1004(EnCrow* this, GlobalContext* globalCtx);
void func_809E0E2C(EnCrow* this, GlobalContext* globalCtx);
extern FlexSkeletonHeader D_060010C0;
extern AnimationHeader D_060000F0;
static Vec3f sZeroVecAccel = { 0.0f, 0.0f, 0.0f };
const ActorInit En_Crow_InitVars = {
@ -60,15 +63,12 @@ static InitChainEntry sInitChain[] = {
static Vec3f sHeadVec[] = { 2500.0f, 0.0f, 0.0f };
extern SkeletonHeader D_060010C0;
extern AnimationHeader D_060000F0;
void EnCrow_Init(Actor* thisx, GlobalContext* globalCtx) {
EnCrow* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060010C0, &D_060000F0, &this->limbDrawTable,
&this->transitionDrawTable, 9);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060010C0, &D_060000F0, &this->limbDrawTable,
&this->transitionDrawTable, 9);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, &this->colliderItems);
this->collider.list[0].dim.worldSphere.radius = sJntSphInit.list->dim.modelSphere.radius;
@ -426,8 +426,7 @@ void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
s32 EnCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
s32 EnCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnCrow* this = THIS;
if (this->actor.colChkInfo.health != 0) {
@ -440,7 +439,7 @@ s32 EnCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
return false;
}
void EnCrow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnCrow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnCrow* this = THIS;
Vec3f* vec;
@ -458,6 +457,6 @@ void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnCrow* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnCrow_OverrideLimbDraw, EnCrow_PostLimbDraw, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnCrow_OverrideLimbDraw, EnCrow_PostLimbDraw, this);
}