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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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@ -35,7 +35,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 40, 40, 0, { 0, 0, 0 } },
};
extern SkeletonHeader D_06006260;
extern FlexSkeletonHeader D_06006260;
extern AnimationHeader D_060005C0;
void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
@ -43,8 +43,8 @@ void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->limbDrawTable,
this->transitionDrawTable, 16);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->limbDrawTable,
this->transitionDrawTable, 16);
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060005C0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
@ -118,7 +118,7 @@ void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, Actor* thisx) {
s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, void* thisx) {
EnHs2* this = THIS;
switch (limbIndex) {
@ -140,7 +140,7 @@ s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
return 0;
}
void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f D_80A6F4CC = { 300.0f, 1000.0f, 0.0f };
EnHs2* this = THIS;
@ -153,6 +153,6 @@ void EnHs2_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnHs2* this = THIS;
func_800943C8(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, this);
}