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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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@ -45,7 +45,7 @@ void EnHata_Init(Actor* thisx, GlobalContext* globalCtx) {
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f32 frameCount;
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temp = 0;
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frameCount = SkelAnime_GetFrameCount(&D_06000444.genericHeader);
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frameCount = SkelAnime_GetFrameCount(&D_06000444);
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Actor_SetScale(&this->dyna.actor, 1.0f / 75.0f);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06002FD0, &D_06000444, NULL, NULL, 0);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000444, 1.0f, 0.0f, frameCount, 0, 0.0f);
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@ -103,8 +103,7 @@ void EnHata_Update(Actor* thisx, GlobalContext* globalCtx) {
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THIS->skelAnime.animPlaybackSpeed = (Math_Rand_ZeroFloat(1.25f) + 2.75f) * (gblCtx->envCtx.unk_B0 / 255.0f);
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}
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s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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Actor* thisx) {
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s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnHata* this = THIS;
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Vec3s* limbs;
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@ -117,13 +116,13 @@ s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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return 0;
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}
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void EnHata_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnHata_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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}
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void EnHata_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnHata* this = THIS;
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func_800943C8(globalCtx->state.gfxCtx);
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Matrix_Scale(1.0f, 1.1f, 1.0f, MTXMODE_APPLY);
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SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHata_OverrideLimbDraw,
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EnHata_PostLimbDraw, &this->dyna.actor);
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHata_OverrideLimbDraw,
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EnHata_PostLimbDraw, this);
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}
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