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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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629d1c8968
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268 changed files with 1941 additions and 2045 deletions
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@ -75,7 +75,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
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};
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extern SkeletonHeader D_06000BD8;
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extern FlexSkeletonHeader D_06000BD8;
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extern AnimationHeader D_060015B0;
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void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
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@ -87,8 +87,8 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
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this->transitionDrawTable, 4);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
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this->transitionDrawTable, 4);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Teardrop, 90.0f);
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->actor.posRot2.pos.y += 50.0f;
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@ -343,7 +343,7 @@ void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
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}
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s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnDha* this = THIS;
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s32 retVar;
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@ -365,7 +365,7 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return retVar;
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}
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void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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Vec3f D_809ED764 = { 1100.0f, 0.0f, 0.0f };
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Vec3f D_809ED770 = { 0.0f, 0.0f, 0.0f };
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@ -395,6 +395,6 @@ void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnDha* 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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EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, this);
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}
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