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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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@ -140,7 +140,7 @@ void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, (s16)frameCount, 0,
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this->transitionRate);
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@ -224,7 +224,7 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupMoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 3.0f, 0.0f, (s16)frameCount, 0, -3.0f);
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this->bodyTurnSpeed = 0.0f;
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@ -252,7 +252,7 @@ void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
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void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx) {
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s16 rand;
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, (s16)frameCount, 0,
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this->transitionRate);
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@ -322,7 +322,7 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupTurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->kickTimer = 30;
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@ -344,7 +344,7 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupKick(EnHeishi1* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = EnHeishi1_Kick;
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@ -370,7 +370,7 @@ void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
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}
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void EnHeishi1_SetupWaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->actionFunc = EnHeishi1_WaitNight;
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@ -482,7 +482,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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s32 EnHeishi1_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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EnHeishi1* this = THIS;
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// turn the guards head to match the direction he is looking
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@ -499,8 +499,8 @@ void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Vec3f matrixScale = { 0.3f, 0.3f, 0.3f };
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi1_OverrideLimbDraw, NULL,
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&this->actor);
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi1_OverrideLimbDraw,
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NULL, this);
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func_80033C30(&this->actor.posRot.pos, &matrixScale, 0xFF, globalCtx);
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if ((this->path == BREG(1)) && (BREG(0) != 0)) {
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