mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-07 14:50:15 +00:00
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:
parent
629d1c8968
commit
4876610c75
268 changed files with 1941 additions and 2045 deletions
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue