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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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parent
629d1c8968
commit
4876610c75
268 changed files with 1941 additions and 2045 deletions
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@ -35,7 +35,7 @@ static ColliderCylinderInit sCylinderInit = {
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{ 30, 40, 0, { 0, 0, 0 } },
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};
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extern SkeletonHeader D_06005EA0;
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extern FlexSkeletonHeader D_06005EA0;
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extern AnimationHeader D_0600045C;
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extern AnimationHeader D_0600018C;
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@ -48,8 +48,8 @@ void EnJs_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, NULL, 36.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06005EA0, &D_0600045C, this->limbDrawTable,
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this->transitionDrawTable, 13);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06005EA0, &D_0600045C, this->limbDrawTable,
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this->transitionDrawTable, 13);
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_0600045C);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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@ -87,8 +87,7 @@ u8 func_80A88F64(EnJs* this, GlobalContext* globalCtx, u16 textId) {
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void func_80A89008(EnJs* this) {
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En_Js_SetupAction(this, func_80A89304);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600045C, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_0600045C.genericHeader),
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2, -4.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600045C, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_0600045C), 2, -4.0f);
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}
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void func_80A89078(EnJs* this, GlobalContext* globalCtx) {
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@ -144,8 +143,7 @@ void func_80A891C4(EnJs* this, GlobalContext* globalCtx) {
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void func_80A89294(EnJs* this) {
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En_Js_SetupAction(this, func_80A891C4);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600018C, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_0600018C.genericHeader),
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2, -4.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_0600018C, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_0600018C), 2, -4.0f);
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}
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void func_80A89304(EnJs* this, GlobalContext* globalCtx) {
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@ -196,7 +194,7 @@ void EnJs_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnJs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, Actor* thisx) {
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s32 EnJs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, void* thisx) {
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EnJs* this = THIS;
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if (limbIndex == 12) {
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@ -205,17 +203,18 @@ s32 EnJs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnJs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnJs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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static Vec3f D_80A896DC = { 0.0f, 0.0f, 0.0f };
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EnJs* this = THIS;
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if (limbIndex == 12) {
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Matrix_MultVec3f(&D_80A896DC, &thisx->posRot2.pos);
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Matrix_MultVec3f(&D_80A896DC, &this->actor.posRot2.pos);
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}
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}
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void EnJs_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnJs* this = THIS;
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func_800943C8(globalCtx->state.gfxCtx);
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnJs_OverrideLimbDraw, EnJs_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnJs_OverrideLimbDraw, EnJs_PostLimbDraw, this);
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}
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