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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
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GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -83,7 +83,7 @@ void EnHeishi3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnHeishi3_SetupGuardType(EnHeishi3* 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);
if (this->unk_278 == 0) {
@ -159,7 +159,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
}
void EnHeishi3_CatchStart(EnHeishi3* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->caughtTimer = 20;
@ -182,7 +182,7 @@ void func_80A55BD4(EnHeishi3* this, GlobalContext* globalCtx) {
}
void EnHeishi3_ResetAnimationToIdle(EnHeishi3* 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 = func_80A55D00;
@ -219,7 +219,7 @@ void EnHeishi3_Update(Actor* thisx, GlobalContext* globalCtx) {
}
s32 EnHeishi3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
void* thisx) {
EnHeishi3* this = THIS;
if (limbIndex == 9) {
@ -238,6 +238,6 @@ void EnHeishi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnHeishi3* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi3_OverrideLimbDraw, NULL,
&this->actor);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi3_OverrideLimbDraw,
NULL, this);
}