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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
268 changed files with 1941 additions and 2045 deletions

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@ -70,7 +70,7 @@ typedef enum {
/* 0x04 */ SHELLBLADE_BOUNCE,
} ShellbladeBehavior;
extern SkeletonHeader D_06002BF0;
extern FlexSkeletonHeader D_06002BF0;
extern AnimationHeader D_06000194;
extern AnimationHeader D_0600004C;
extern AnimationHeader D_06000124;
@ -83,7 +83,7 @@ void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.colChkInfo.health = 2;
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06002BF0, &D_06000194, NULL, NULL, 0);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06002BF0, &D_06000194, NULL, NULL, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder_Set3(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->isDead = false;
@ -115,29 +115,26 @@ void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
}
void EnSb_SetupWaitClosed(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, SkelAnime_GetFrameCount(&D_0600004C.genericHeader), 2,
0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, SkelAnime_GetFrameCount(&D_0600004C), 2, 0.0f);
this->behavior = SHELLBLADE_WAIT_CLOSED;
this->actionFunc = EnSb_WaitClosed;
}
void EnSb_SetupOpen(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000194, 1.0f, 0, SkelAnime_GetFrameCount(&D_06000194.genericHeader), 2,
0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000194, 1.0f, 0, SkelAnime_GetFrameCount(&D_06000194), 2, 0.0f);
this->behavior = SHELLBLADE_OPEN;
this->actionFunc = EnSb_Open;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
void EnSb_SetupWaitOpen(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06002C8C, 1.0f, 0, SkelAnime_GetFrameCount(&D_06002C8C.genericHeader), 0,
0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06002C8C, 1.0f, 0, SkelAnime_GetFrameCount(&D_06002C8C), 0, 0.0f);
this->behavior = SHELLBLADE_WAIT_OPEN;
this->actionFunc = EnSb_WaitOpen;
}
void EnSb_SetupLunge(EnSb* this) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06000124.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_06000124);
f32 playbackSpeed = this->actor.waterY > 0.0f ? 1.0f : 0.0f;
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, 2, 0);
@ -147,17 +144,16 @@ void EnSb_SetupLunge(EnSb* this) {
}
void EnSb_SetupBounce(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_060000B4, 1.0f, 0, SkelAnime_GetFrameCount(&D_060000B4.genericHeader), 2,
0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_060000B4, 1.0f, 0, SkelAnime_GetFrameCount(&D_060000B4), 2, 0.0f);
this->behavior = SHELLBLADE_BOUNCE;
this->actionFunc = EnSb_Bounce;
}
void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
f32 frameCount = SkelAnime_GetFrameCount(&D_0600004C.genericHeader);
f32 frameCount = SkelAnime_GetFrameCount(&D_0600004C);
if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C.genericHeader, 1.0f, 0, frameCount, 2, 0.0f);
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, frameCount, 2, 0.0f);
}
this->behavior = SHELLBLADE_WAIT_CLOSED;
if (changeSpeed) {
@ -189,7 +185,7 @@ void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
f32 currentFrame = this->skelAnime.animCurrentFrame;
if (SkelAnime_GetFrameCount(&D_06000194.genericHeader) <= currentFrame) {
if (SkelAnime_GetFrameCount(&D_06000194) <= currentFrame) {
this->timer = 15;
EnSb_SetupWaitOpen(this);
} else {
@ -260,7 +256,7 @@ void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
f32 frameCount;
currentFrame = this->skelAnime.animCurrentFrame;
frameCount = SkelAnime_GetFrameCount(&D_060000B4.genericHeader);
frameCount = SkelAnime_GetFrameCount(&D_060000B4);
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
if (currentFrame == frameCount) {
@ -445,7 +441,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx, Gfx** gfx) {
void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnSb* this = THIS;
func_80032F54(&this->unk_1E0, limbIndex, 0, 6, 8, dList, -1);
@ -458,8 +454,8 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
s16 fireDecr;
func_8002EBCC(&this->actor, globalCtx, 1);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, NULL,
EnSb_PostLimbDraw, &this->actor);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
NULL, EnSb_PostLimbDraw, this);
if (this->fire != 0) {
this->actor.dmgEffectTimer++;
fireDecr = this->fire - 1;