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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -51,7 +51,7 @@ static struct_80034EC0_Entry sAnimations[] = {
{ 0x0600046C, 1.0f, 0.0f, -1.0f, 0x00, -10.0f },
};
extern SkeletonHeader D_060086D0;
extern FlexSkeletonHeader D_060086D0;
u16 EnKz_GetTextNoMaskChild(GlobalContext* globalCtx, EnKz* this) {
Player* player = PLAYER;
@ -304,8 +304,8 @@ void EnKz_Init(Actor* thisx, GlobalContext* globalCtx) {
EnKz* this = THIS;
s32 pad;
SkelAnime_InitSV(globalCtx, &this->skelanime, &D_060086D0, NULL, &this->limbDrawTable, &this->transitionDrawTable,
12);
SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_060086D0, NULL, &this->limbDrawTable, &this->transitionDrawTable,
12);
ActorShape_Init(&this->actor.shape, 0.0, NULL, 0.0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
@ -453,7 +453,7 @@ void EnKz_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
}
s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 limb = limbIndex;
if (limb == 8 || limb == 9 || limb == 10) {
@ -463,7 +463,7 @@ s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
return 0;
}
void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
s32 limb = limbIndex;
Vec3f mult = { 2600.0f, 0.0f, 0.0f };
@ -484,8 +484,8 @@ void EnKz_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeSegments[this->eyeIdx]));
func_800943C8(globalCtx->state.gfxCtx);
SkelAnime_DrawSV(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
EnKz_OverrideLimbDraw, EnKz_PostLimbDraw, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
EnKz_OverrideLimbDraw, EnKz_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_kz.c", 1281);
}