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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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@ -65,14 +65,14 @@ typedef enum {
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/* 0x06 */ DOG_BOW_2,
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} DogBehavior;
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extern SkeletonHeader D_06007290;
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extern FlexSkeletonHeader D_06007290;
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extern AnimationHeader D_06001368;
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extern AnimationHeader D_06000D78;
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extern AnimationHeader D_06000278;
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void EnDog_PlayWalkSFX(EnDog* this) {
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AnimationHeader* walk = &D_06001368;
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if (this->skelAnime.animCurrentSeg == walk) {
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if (this->skelAnime.animation == walk) {
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if ((this->skelAnime.animCurrentFrame == 1.0f) || (this->skelAnime.animCurrentFrame == 7.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
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}
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@ -81,7 +81,7 @@ void EnDog_PlayWalkSFX(EnDog* this) {
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void EnDog_PlayRunSFX(EnDog* this) {
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AnimationHeader* run = &D_06000D78;
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if (this->skelAnime.animCurrentSeg == run) {
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if (this->skelAnime.animation == run) {
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if ((this->skelAnime.animCurrentFrame == 2.0f) || (this->skelAnime.animCurrentFrame == 4.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
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}
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@ -90,7 +90,7 @@ void EnDog_PlayRunSFX(EnDog* this) {
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void EnDog_PlayBarkSFX(EnDog* this) {
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AnimationHeader* bark = &D_06000278;
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if (this->skelAnime.animCurrentSeg == bark) {
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if (this->skelAnime.animation == bark) {
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if ((this->skelAnime.animCurrentFrame == 13.0f) || (this->skelAnime.animCurrentFrame == 19.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
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}
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@ -226,7 +226,7 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007290, NULL, &this->unk_1F4, &this->unk_242, 13);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007290, NULL, &this->unk_1F4, &this->unk_242, 13);
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func_80034EC0(&this->skelAnime, sAnimations, 0);
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if ((this->actor.params & 0x8000) == 0) {
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@ -441,11 +441,11 @@ void EnDog_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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}
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s32 EnDog_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnDog_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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return 0;
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}
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void EnDog_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnDog_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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}
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void EnDog_Draw(Actor* thisx, GlobalContext* globalCtx) {
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@ -460,8 +460,8 @@ void EnDog_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gDPSetEnvColor(POLY_OPA_DISP++, colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
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colors[this->actor.params & 0xF].b, colors[this->actor.params & 0xF].a);
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnDog_OverrideLimbDraw, EnDog_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnDog_OverrideLimbDraw, EnDog_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_dog.c", 994);
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}
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