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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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@ -75,7 +75,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};
extern SkeletonHeader D_06000BD8;
extern FlexSkeletonHeader D_06000BD8;
extern AnimationHeader D_060015B0;
void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
@ -87,8 +87,8 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = &sDamageTable;
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
this->transitionDrawTable, 4);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
this->transitionDrawTable, 4);
ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Teardrop, 90.0f);
this->actor.posRot2.pos = this->actor.posRot.pos;
this->actor.posRot2.pos.y += 50.0f;
@ -343,7 +343,7 @@ void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
}
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDha* this = THIS;
s32 retVar;
@ -365,7 +365,7 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
return retVar;
}
void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Vec3f D_809ED764 = { 1100.0f, 0.0f, 0.0f };
Vec3f D_809ED770 = { 0.0f, 0.0f, 0.0f };
@ -395,6 +395,6 @@ void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDha* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, this);
}