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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
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GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -123,7 +123,7 @@ void EnReeba_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void func_80AE4F40(EnReeba* this, GlobalContext* globalCtx) {
f32 frames = SkelAnime_GetFrameCount(&D_060001E4.genericHeader);
f32 frames = SkelAnime_GetFrameCount(&D_060001E4);
Player* player = PLAYER;
s16 playerSpeed;
@ -620,7 +620,7 @@ void EnReeba_Draw(Actor* thisx, GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 255, 255, 255, 255);
}
SkelAnime_Draw(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, NULL, NULL, &this->actor);
SkelAnime_DrawOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, NULL, NULL, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_reeba.c", 1088);