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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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@ -657,8 +657,8 @@ void EnOkuta_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D18(globalCtx->state.gfxCtx);
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if (this->actor.params == 0) {
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SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnOkuta_OverrideLimbDraw, NULL,
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&this->actor);
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnOkuta_OverrideLimbDraw,
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NULL, this);
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} else {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_okuta.c", 1653);
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