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