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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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@ -53,7 +53,7 @@ static InitChainEntry sInitChain[] = {
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};
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extern AnimationHeader D_060005EC;
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extern SkeletonHeader D_06003DC0;
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extern FlexSkeletonHeader D_06003DC0;
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void EnMs_SetOfferText(EnMs* this, GlobalContext* globalCtx) {
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this->actor.textId = Text_GetFaceReaction(globalCtx, 0x1B);
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@ -75,8 +75,8 @@ void EnMs_Init(Actor* thisx, GlobalContext* globalCtx) {
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return;
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}
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06003DC0, &D_060005EC, &this->unkSkelAnimeStruct, &this->unk_1C6,
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9);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06003DC0, &D_060005EC, &this->unkSkelAnimeStruct, &this->unk_1C6,
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9);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder_Set3(globalCtx, &this->collider, this, &sCylinderInit);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 35.0f);
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@ -183,6 +183,6 @@ void EnMs_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnMs* this = THIS;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, NULL,
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NULL, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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NULL, NULL, this);
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}
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