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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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parent
629d1c8968
commit
4876610c75
268 changed files with 1941 additions and 2045 deletions
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@ -55,7 +55,7 @@ static struct_80034EC0_Entry sAnimations[] = {
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};
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extern AnimationHeader D_060002C8;
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extern SkeletonHeader D_06007FB8;
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extern FlexSkeletonHeader D_06007FB8;
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void func_80AAA250(EnMd* this) {
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f32 initialFrame;
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@ -307,7 +307,7 @@ void func_80AAAA24(EnMd* this) {
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}
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break;
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}
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} else if (this->skelAnime.animCurrentSeg != &D_060002C8) {
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} else if (this->skelAnime.animation != &D_060002C8) {
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func_80034EC0(&this->skelAnime, sAnimations, 10);
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func_80AAA92C(this, 0);
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}
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@ -593,8 +593,8 @@ void EnMd_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, 24.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007FB8, NULL, this->limbDrawTable, this->transitionDrawTable,
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17);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007FB8, NULL, this->limbDrawTable, this->transitionDrawTable,
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17);
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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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@ -633,7 +633,7 @@ void EnMd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void func_80AAB874(EnMd* this, GlobalContext* globalCtx) {
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if (this->skelAnime.animCurrentSeg == &D_060002C8) {
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if (this->skelAnime.animation == &D_060002C8) {
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func_80034F54(globalCtx, &this->unk_214, &this->unk_236, 17);
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} else if ((this->unk_1E0.unk_00 == 0) && (this->unk_20B != 7)) {
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func_80AAA92C(this, 7);
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@ -643,7 +643,7 @@ void func_80AAB874(EnMd* this, GlobalContext* globalCtx) {
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}
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void func_80AAB8F8(EnMd* this, GlobalContext* globalCtx) {
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if (this->skelAnime.animCurrentSeg == &D_060002C8) {
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if (this->skelAnime.animation == &D_060002C8) {
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func_80034F54(globalCtx, &this->unk_214, &this->unk_236, 17);
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}
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func_80AAA93C(this);
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@ -695,7 +695,7 @@ void func_80AAB948(EnMd* this, GlobalContext* globalCtx) {
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return;
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}
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if (this->skelAnime.animCurrentSeg == &D_060002C8) {
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if (this->skelAnime.animation == &D_060002C8) {
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func_80034F54(globalCtx, &this->unk_214, &this->unk_236, 17);
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}
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@ -772,7 +772,7 @@ void EnMd_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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s32 EnMd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx,
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s32 EnMd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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EnMd* this = THIS;
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Vec3s vec;
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@ -798,12 +798,12 @@ s32 EnMd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnMd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx, Gfx** gfx) {
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s32 pad;
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void EnMd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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EnMd* this = THIS;
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Vec3f vec = { 400.0f, 0.0f, 0.0f };
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if (limbIndex == 16) {
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Matrix_MultVec3f(&vec, &thisx->posRot2.pos);
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Matrix_MultVec3f(&vec, &this->actor.posRot2.pos);
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}
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}
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