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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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268 changed files with 1941 additions and 2045 deletions
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@ -28,7 +28,7 @@ void func_80A904D8(EnKakasi2* this, GlobalContext* globalCtx);
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void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx);
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void func_80A906C4(EnKakasi2* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_060065B0;
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extern FlexSkeletonHeader D_060065B0;
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extern AnimationHeader D_06000214;
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const ActorInit En_Kakasi2_InitVars = {
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@ -86,7 +86,7 @@ void EnKakasi2_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.draw = func_80A90948;
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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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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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this->actionFunc = func_80A9062C;
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} else {
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this->actionFunc = func_80A90264;
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@ -112,7 +112,7 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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this->actor.draw = func_80A90948;
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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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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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func_80080480(globalCtx, this);
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this->actor.flags |= 0x8000001;
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@ -137,7 +137,7 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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this->actor.draw = func_80A90948;
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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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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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func_80080480(globalCtx, this);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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@ -148,7 +148,7 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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void func_80A904D8(EnKakasi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000214.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_COME_UP_DEKU_JR);
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@ -175,7 +175,7 @@ void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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void func_80A9062C(EnKakasi2* this, GlobalContext* globalCtx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000214.genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06000214, 0.0f, 0.0f, (s16)frameCount, 2, -10.0f);
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this->actionFunc = func_80A906C4;
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@ -230,6 +230,6 @@ void func_80A90948(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi2* this = THIS;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, NULL,
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NULL, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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NULL, NULL, this);
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}
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