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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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@ -84,7 +84,7 @@ const ActorInit En_Ru2_InitVars = {
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};
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extern AnimationHeader D_060004CC;
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extern SkeletonHeader D_0600C700;
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extern FlexSkeletonHeader D_0600C700;
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extern AnimationHeader D_0600D3DC;
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extern AnimationHeader D_0600DCAC;
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extern AnimationHeader D_06000DE8;
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@ -219,7 +219,7 @@ void func_80AF2868(EnRu2* this, GlobalContext* globalCtx, u32 npcActionIdx) {
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}
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void func_80AF28E8(EnRu2* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
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f32 frameCount = SkelAnime_GetFrameCount(&animation->genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(animation);
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f32 playbackSpeed;
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f32 unk0;
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f32 fc;
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@ -310,8 +310,7 @@ void func_80AF2BC0(EnRu2* this, GlobalContext* globalCtx) {
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if (globalCtx->csCtx.state != 0) {
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csCmdNPCAction = globalCtx->csCtx.npcActions[3];
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if (csCmdNPCAction != NULL && csCmdNPCAction->action == 3) {
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SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&animation->genericHeader), 2, 0.0f);
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SkelAnime_ChangeAnim(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(animation), 2, 0.0f);
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this->action = 4;
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}
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}
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@ -485,8 +484,8 @@ void func_80AF321C(EnRu2* this, GlobalContext* globalCtx) {
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
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gSPSegment(POLY_XLU_DISP++, 0x0C, &D_80116280[0]);
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POLY_XLU_DISP = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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NULL, NULL, NULL, POLY_XLU_DISP);
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POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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NULL, NULL, NULL, POLY_XLU_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ru2_inKenjyanomaDemo02.c", 291);
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}
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@ -770,8 +769,8 @@ void EnRu2_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
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func_80AF2550(thisx, globalCtx);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600C700, NULL, &this->limbDrawTable, &this->transitionDrawTable,
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23);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600C700, NULL, &this->limbDrawTable, &this->transitionDrawTable,
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23);
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switch (func_80AF26A0(this)) {
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case 2:
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@ -810,8 +809,8 @@ void func_80AF3F20(EnRu2* this, GlobalContext* globalCtx) {
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
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gSPSegment(POLY_OPA_DISP++, 0x0C, &D_80116280[2]);
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SkelAnime_DrawSV(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount, NULL, NULL,
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&this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount, NULL, NULL,
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this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ru2.c", 663);
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}
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