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