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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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@ -64,7 +64,7 @@ static UNK_PTR sMouthSegments[] = {
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extern AnimationHeader D_0600057C;
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extern AnimationHeader D_06000B04;
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extern SkeletonHeader D_06006C90;
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extern FlexSkeletonHeader D_06006C90;
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extern CutsceneData D_0200E080[];
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typedef enum {
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@ -77,8 +77,8 @@ void EnFu_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, 36.0f);
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SkelAnime_InitSV(globalCtx, &this->skelanime, &D_06006C90, &D_06000B04, this->limbDrawTable,
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this->transitionDrawTable, 16);
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SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_06006C90, &D_06000B04, this->limbDrawTable,
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this->transitionDrawTable, 16);
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelanime, &D_06000B04);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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@ -125,7 +125,7 @@ void func_80A1DA04(EnFu* this, GlobalContext* globalCtx) {
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this->behaviorFlags &= ~FU_WAIT;
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this->actionFunc = EnFu_WaitChild;
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if (this->skelanime.animCurrentSeg == &D_0600057C) {
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if (this->skelanime.animation == &D_0600057C) {
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SkelAnime_ChangeAnim(&this->skelanime, &D_06000B04, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_06000B04), 2,
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-4.0f);
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}
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@ -245,8 +245,8 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_FrameUpdateMatrix(&this->skelanime) != 0)) {
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SkelAnime_ChangeAnim(&this->skelanime, this->skelanime.animCurrentSeg, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(this->skelanime.animCurrentSeg), 2, 0.0f);
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SkelAnime_ChangeAnim(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(this->skelanime.animation), 2, 0.0f);
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}
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this->actionFunc(this, globalCtx);
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if ((this->behaviorFlags & FU_RESET_LOOK_ANGLE)) {
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@ -260,7 +260,7 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnFu* this = THIS;
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s32 pad1;
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@ -287,7 +287,7 @@ s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnFu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnFu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnFu* this = THIS;
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if (limbIndex == 14) {
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@ -304,8 +304,8 @@ void EnFu_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_800943C8(globalCtx->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->facialExpression]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthSegments[this->facialExpression]));
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SkelAnime_DrawSV(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
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EnFu_OverrideLimbDraw, EnFu_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
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EnFu_OverrideLimbDraw, EnFu_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fu.c", 791);
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}
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