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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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@ -83,7 +83,7 @@ void EnHeishi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnHeishi3_SetupGuardType(EnHeishi3* 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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if (this->unk_278 == 0) {
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@ -159,7 +159,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
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}
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void EnHeishi3_CatchStart(EnHeishi3* 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, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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this->caughtTimer = 20;
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@ -182,7 +182,7 @@ void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx) {
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}
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void EnHeishi3_ResetAnimationToIdle(EnHeishi3* 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 = func_80A55D00;
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@ -219,7 +219,7 @@ void EnHeishi3_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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s32 EnHeishi3_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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EnHeishi3* this = THIS;
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if (limbIndex == 9) {
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@ -238,6 +238,6 @@ void EnHeishi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnHeishi3* this = THIS;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi3_OverrideLimbDraw, NULL,
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&this->actor);
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi3_OverrideLimbDraw,
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NULL, this);
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}
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