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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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@ -120,9 +120,9 @@ DnsAnimInfo D_809F0538[] = {
{ 0x060009A0, 0x02, 0.0f },
};
extern FlexSkeletonHeader D_060041A8;
extern AnimationHeader D_060009A0;
extern SkeletonHeader D_060041A8;
extern GenericAnimationHeader D_06004404;
extern AnimationHeader D_06004404;
void EnDns_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDns* this = THIS;
@ -141,8 +141,8 @@ void EnDns_Init(Actor* thisx, GlobalContext* globalCtx) {
osSyncPrintf(VT_FGCOL(GREEN) "◆◆◆ 売りナッツ『%s』 ◆◆◆" VT_RST "\n", D_809F0424[this->actor.params],
this->actor.params);
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060041A8, &D_060009A0, this->limbDrawTable,
this->transitionDrawTable, 18);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060041A8, &D_060009A0, this->limbDrawTable,
this->transitionDrawTable, 18);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder_Set3(globalCtx, &this->collider, &this->actor, &sCylinderInit);
ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 35.0f);
@ -168,7 +168,7 @@ void EnDns_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnDns_ChangeAnim(EnDns* this, u8 arg1) {
s16 frameCount;
frameCount = SkelAnime_GetFrameCount(&D_809F0538[arg1].anim->genericHeader);
frameCount = SkelAnime_GetFrameCount(D_809F0538[arg1].anim);
this->unk_2BA = arg1; // Not used anywhere else?
SkelAnime_ChangeAnim(&this->skelAnime, D_809F0538[arg1].anim, 1.0f, 0.0f, (f32)frameCount, D_809F0538[arg1].mode,
D_809F0538[arg1].transitionRate);
@ -487,6 +487,6 @@ void EnDns_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDns* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, 0, 0,
&this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
NULL, NULL, &this->actor);
}