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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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629d1c8968
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268 changed files with 1941 additions and 2045 deletions
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@ -63,7 +63,7 @@ static UNK_PTR D_80AA28C0[] = {
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};
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extern Gfx D_06005420[];
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extern SkeletonHeader D_06008D90;
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extern FlexSkeletonHeader D_06008D90;
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extern AnimationHeader D_060093BC;
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extern AnimationHeader D_06009EE0;
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@ -123,7 +123,7 @@ void func_80AA1AE4(EnMa2* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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s16 phi_a3;
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if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animCurrentSeg == &D_06009EE0)) {
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if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &D_06009EE0)) {
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phi_a3 = 1;
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} else {
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phi_a3 = 0;
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@ -160,7 +160,7 @@ u16 func_80AA1B58(EnMa2* this, GlobalContext* globalCtx) {
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}
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s32 func_80AA1C68(EnMa2* this) {
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if (this->skelAnime.animCurrentSeg != &D_06009EE0) {
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if (this->skelAnime.animation != &D_06009EE0) {
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return 0;
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}
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if (this->unk_1E0.unk_00 != 0) {
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@ -185,14 +185,14 @@ void func_80AA1CC0(EnMa2* this) {
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}
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void func_80AA1D44(EnMa2* this, s32 idx) {
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f32 frameCount = SkelAnime_GetFrameCount(&D_80AA2858[idx].animation->genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(D_80AA2858[idx].animation);
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SkelAnime_ChangeAnim(&this->skelAnime, D_80AA2858[idx].animation, 1.0f, 0.0f, frameCount, D_80AA2858[idx].unk_08,
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D_80AA2858[idx].transitionRate);
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}
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void func_80AA1DB4(EnMa2* this, GlobalContext* globalCtx) {
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if (this->skelAnime.animCurrentSeg == &D_06009EE0) {
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if (this->skelAnime.animation == &D_06009EE0) {
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if (this->unk_1E0.unk_00 == 0) {
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if (this->unk_20A != 0) {
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func_800F6584(0);
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@ -212,7 +212,7 @@ void EnMa2_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 18.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06008D90, NULL, NULL, NULL, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008D90, NULL, NULL, NULL, 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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func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
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@ -322,7 +322,7 @@ void EnMa2_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnMa2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnMa2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnMa2* this = THIS;
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Vec3s vec;
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@ -348,7 +348,7 @@ s32 EnMa2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnMa2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnMa2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnMa2* this = THIS;
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Vec3f vec = D_80AA28A8;
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@ -357,7 +357,7 @@ void EnMa2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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if (limbIndex == 18) {
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Matrix_MultVec3f(&vec, &this->actor.posRot2.pos);
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}
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if ((limbIndex == 14) && (this->skelAnime.animCurrentSeg == &D_060093BC)) {
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if ((limbIndex == 14) && (this->skelAnime.animation == &D_060093BC)) {
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gSPDisplayList(POLY_OPA_DISP++, D_06005420);
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}
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@ -380,8 +380,8 @@ void EnMa2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(D_80AA28B4[this->unk_210]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80AA28C0[this->unk_20E]));
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnMa2_OverrideLimbDraw, EnMa2_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnMa2_OverrideLimbDraw, EnMa2_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ma2.c", 990);
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}
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