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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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@ -49,7 +49,7 @@ static UNK_PTR D_80A50BA4[] = {
0x060007FC,
};
extern SkeletonHeader D_060000F0;
extern FlexSkeletonHeader D_060000F0;
extern AnimationHeader D_060042AC;
extern Gfx D_060059B0[];
@ -84,11 +84,10 @@ void EnGuest_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actor.flags &= ~0x10;
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, NULL, this->limbDrawTable, this->transitionDrawTable,
16);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060000F0, NULL, this->limbDrawTable,
this->transitionDrawTable, 16);
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[this->osAnimeBankIndex].segment);
SkelAnime_ChangeAnim(&this->skelAnime, &D_060042AC, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&D_060042AC.genericHeader), 0, 0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_060042AC, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060042AC), 0, 0.0f);
this->actor.draw = EnGuest_Draw;
this->actor.update = func_80A505CC;
@ -186,7 +185,7 @@ Gfx* func_80A50708(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
}
s32 EnGuest_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
void* thisx) {
EnGuest* this = THIS;
Vec3s sp3C;
@ -229,8 +228,8 @@ void EnGuest_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A50708(globalCtx->state.gfxCtx, 0xA0, 0x3C, 0xDC, 0xFF));
gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(D_80A50BA4[this->unk_30E]));
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnGuest_OverrideLimbDraw, NULL, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnGuest_OverrideLimbDraw, NULL, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_guest.c", 421);
}