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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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268 changed files with 1941 additions and 2045 deletions
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@ -91,7 +91,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(unk_4C, 0, ICHAIN_STOP),
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};
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extern SkeletonHeader D_06002530;
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extern FlexSkeletonHeader D_06002530;
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extern AnimationHeader D_060000E8;
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extern Gfx D_060023B0[];
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extern Gfx D_06002428[];
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@ -130,8 +130,8 @@ void EnNiw_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.flags |= 1;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 25.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06002530, &D_060000E8, this->limbDrawTable,
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this->transitionDrawTable, 16);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06002530, &D_060000E8, this->limbDrawTable,
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this->transitionDrawTable, 16);
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if (globalCtx->sceneNum == SCENE_SPOT01) {
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for (i = 0; i < ARRAY_COUNT(sKakarikoPosList); i++) {
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@ -1084,7 +1084,7 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnNiw_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnNiw_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnNiw* this = THIS;
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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@ -1114,8 +1114,8 @@ void EnNiw_Draw(Actor* thisx, GlobalContext* globalCtx) {
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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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,
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EnNiw_OverrideLimbDraw, NULL, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnNiw_OverrideLimbDraw, NULL, this);
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if (this->actionFunc == func_80AB6450) {
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func_80033C30(&this->actor.posRot.pos, &scale, 255, globalCtx);
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