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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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@ -33,7 +33,7 @@ static ColliderCylinderInit sCylinderInit = {
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{ 20, 70, 0, { 0, 0, 0 } },
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};
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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_Kakasi3_InitVars = {
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@ -65,7 +65,7 @@ void EnKakasi3_Init(Actor* thisx, GlobalContext* globalCtx) {
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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->actor.flags |= 0x400;
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this->rot = this->actor.posRot.rot;
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this->actor.colChkInfo.mass = 0xFF;
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@ -164,7 +164,7 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
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}
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void func_80A911F0(EnKakasi3* 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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this->actionFunc = func_80A91284;
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@ -428,6 +428,6 @@ void EnKakasi3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi3* 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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