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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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@ -33,7 +33,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 20, 70, 0, { 0, 0, 0 } },
};
extern SkeletonHeader D_060065B0;
extern FlexSkeletonHeader D_060065B0;
extern AnimationHeader D_06000214;
const ActorInit En_Kakasi3_InitVars = {
@ -65,7 +65,7 @@ void EnKakasi3_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060065B0, &D_06000214, NULL, NULL, 0);
this->actor.flags |= 0x400;
this->rot = this->actor.posRot.rot;
this->actor.colChkInfo.mass = 0xFF;
@ -164,7 +164,7 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
}
void func_80A911F0(EnKakasi3* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06000214.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06000214);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000214, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->actionFunc = func_80A91284;
@ -428,6 +428,6 @@ void EnKakasi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnKakasi3* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, NULL,
NULL, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
NULL, NULL, this);
}