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