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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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268 changed files with 1941 additions and 2045 deletions
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@ -1462,8 +1462,8 @@ void EnElf_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnElf_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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struct Actor* thisx, Gfx** gfx) {
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s32 EnElf_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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s32 pad;
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f32 scale;
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@ -1529,8 +1529,8 @@ void EnElf_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPEndDisplayList(dListHead++);
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gDPSetEnvColor(POLY_XLU_DISP++, (u8)this->outerColor.r, (u8)this->outerColor.g, (u8)this->outerColor.b,
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(u8)(envAlpha * alphaScale));
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POLY_XLU_DISP = SkelAnime_Draw2(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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EnElf_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
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POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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EnElf_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_elf.c", 2793);
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}
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