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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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@ -140,7 +140,7 @@ void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, (s16)frameCount, 0,
this->transitionRate);
@ -224,7 +224,7 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupMoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 3.0f, 0.0f, (s16)frameCount, 0, -3.0f);
this->bodyTurnSpeed = 0.0f;
@ -252,7 +252,7 @@ void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx) {
s16 rand;
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, (s16)frameCount, 0,
this->transitionRate);
@ -322,7 +322,7 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupTurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->kickTimer = 30;
@ -344,7 +344,7 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupKick(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->actionFunc = EnHeishi1_Kick;
@ -370,7 +370,7 @@ void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupWaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->actionFunc = EnHeishi1_WaitNight;
@ -482,7 +482,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
}
s32 EnHeishi1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
void* thisx) {
EnHeishi1* this = THIS;
// turn the guards head to match the direction he is looking
@ -499,8 +499,8 @@ void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx) {
Vec3f matrixScale = { 0.3f, 0.3f, 0.3f };
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi1_OverrideLimbDraw, NULL,
&this->actor);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi1_OverrideLimbDraw,
NULL, this);
func_80033C30(&this->actor.posRot.pos, &matrixScale, 0xFF, globalCtx);
if ((this->path == BREG(1)) && (BREG(0) != 0)) {