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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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@ -29,14 +29,14 @@ const ActorInit En_Ds_InitVars = {
(ActorFunc)EnDs_Draw,
};
extern SkeletonHeader D_06004768;
extern FlexSkeletonHeader D_06004768;
extern AnimationHeader D_0600039C;
void EnDs_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDs* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06004768, &D_0600039C, &this->limbDrawTable, &this->unk_1B4, 6);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004768, &D_0600039C, &this->limbDrawTable, &this->unk_1B4, 6);
SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_0600039C);
this->actor.colChkInfo.mass = 0xFF;
@ -254,7 +254,7 @@ void EnDs_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
s32 EnDs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
s32 EnDs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDs* this = THIS;
if (limbIndex == 5) {
@ -264,11 +264,12 @@ s32 EnDs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
return 0;
}
void EnDs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnDs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f sMultVec = { 1100.0f, 500.0f, 0.0f };
EnDs* this = THIS;
if (limbIndex == 5) {
Matrix_MultVec3f(&sMultVec, &thisx->posRot2.pos);
Matrix_MultVec3f(&sMultVec, &this->actor.posRot2.pos);
}
}
@ -276,6 +277,6 @@ void EnDs_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDs* this = THIS;
func_800943C8(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnDs_OverrideLimbDraw, EnDs_PostLimbDraw, this);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnDs_OverrideLimbDraw, EnDs_PostLimbDraw, this);
}