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