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