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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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@ -51,7 +51,7 @@ static struct_80034EC0_Entry sAnimations[] = {
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{ 0x0600046C, 1.0f, 0.0f, -1.0f, 0x00, -10.0f },
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};
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extern SkeletonHeader D_060086D0;
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extern FlexSkeletonHeader D_060086D0;
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u16 EnKz_GetTextNoMaskChild(GlobalContext* globalCtx, EnKz* this) {
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Player* player = PLAYER;
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@ -304,8 +304,8 @@ void EnKz_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnKz* this = THIS;
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s32 pad;
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SkelAnime_InitSV(globalCtx, &this->skelanime, &D_060086D0, NULL, &this->limbDrawTable, &this->transitionDrawTable,
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12);
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SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_060086D0, NULL, &this->limbDrawTable, &this->transitionDrawTable,
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12);
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ActorShape_Init(&this->actor.shape, 0.0, NULL, 0.0);
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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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@ -453,7 +453,7 @@ void EnKz_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 limb = limbIndex;
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if (limb == 8 || limb == 9 || limb == 10) {
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@ -463,7 +463,7 @@ s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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s32 limb = limbIndex;
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Vec3f mult = { 2600.0f, 0.0f, 0.0f };
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@ -484,8 +484,8 @@ void EnKz_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeSegments[this->eyeIdx]));
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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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EnKz_OverrideLimbDraw, EnKz_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
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EnKz_OverrideLimbDraw, EnKz_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_kz.c", 1281);
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}
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