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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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@ -37,7 +37,7 @@ extern UNK_TYPE D_06004B40;
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extern Gfx D_0600ACE0[];
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extern Gfx D_0600BC90[];
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extern Gfx D_0600BCA0[];
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extern SkeletonHeader D_0600BE40;
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extern FlexSkeletonHeader D_0600BE40;
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const ActorInit En_Tk_InitVars = {
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ACTOR_EN_TK,
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@ -170,7 +170,7 @@ static CollisionCheckInfoInit2 sColChkInfoInit = {
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void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06002F84;
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84.genericHeader), 0, -10.f);
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84), 0, -10.f);
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this->actionCountdown = Math_Rand_S16Offset(60, 60);
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this->actor.speedXZ = 0.f;
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@ -179,7 +179,7 @@ void EnTk_RestAnim(EnTk* this, GlobalContext* globalCtx) {
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void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06001FA8;
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84.genericHeader), 0, -10.f);
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84), 0, -10.f);
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this->actionCountdown = Math_Rand_S16Offset(240, 240);
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}
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@ -187,7 +187,7 @@ void EnTk_WalkAnim(EnTk* this, GlobalContext* globalCtx) {
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void EnTk_DigAnim(EnTk* this, GlobalContext* globalCtx) {
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AnimationHeader* anim = &D_06001144;
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06001144.genericHeader), 0, -10.f);
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SkelAnime_ChangeAnim(&this->skelAnim, anim, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06001144), 0, -10.f);
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if (EnTk_CheckNextSpot(this, globalCtx) >= 0) {
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this->validDigHere = 1;
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@ -285,7 +285,7 @@ f32 EnTk_Step(EnTk* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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}
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if (this->skelAnim.animCurrentSeg != &D_06001FA8) {
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if (this->skelAnim.animation != &D_06001FA8) {
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return 0.f;
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}
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@ -487,9 +487,8 @@ void EnTk_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Circle, 24.f);
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SkelAnime_InitSV(globalCtx, &this->skelAnim, &D_0600BE40, NULL, this->hz_22A, this->hz_296, 18);
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SkelAnime_ChangeAnim(&this->skelAnim, &D_06002F84, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84.genericHeader), 0,
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0.f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnim, &D_0600BE40, NULL, this->hz_22A, this->hz_296, 18);
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SkelAnime_ChangeAnim(&this->skelAnim, &D_06002F84, 1.f, 0.f, SkelAnime_GetFrameCount(&D_06002F84), 0, 0.f);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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@ -688,7 +687,7 @@ void func_80B1D200(GlobalContext* globalCtx) {
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_tk.c", 1190);
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}
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s32 EnTk_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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s32 EnTk_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnTk* this = THIS;
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switch (limbIndex) {
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@ -706,7 +705,7 @@ s32 EnTk_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return 0;
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}
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void EnTk_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnTk_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnTk* this = THIS;
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Vec3f sp28 = { 0.f, 0.f, 4600.f };
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Vec3f sp1C = { 0.f, 0.f, 0.f };
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@ -741,8 +740,8 @@ void EnTk_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->eyeImageIdx]));
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SkelAnime_DrawSV(globalCtx, this->skelAnim.skeleton, this->skelAnim.limbDrawTbl, this->skelAnim.dListCount,
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EnTk_OverrideLimbDraw, EnTk_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnim.skeleton, this->skelAnim.limbDrawTbl, this->skelAnim.dListCount,
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EnTk_OverrideLimbDraw, EnTk_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_tk.c", 1312);
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}
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@ -43,8 +43,8 @@ typedef struct EnTk {
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/* 0x0224 */ s16 blinkCountdown;
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/* 0x0226 */ s16 headRot;
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/* 0x0228 */ s16 currentWaypoint;
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/* 0x022A */ u16 hz_22A[54];
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/* 0x022A */ u16 hz_296[55];
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/* 0x022A */ Vec3s hz_22A[18];
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/* 0x0296 */ Vec3s hz_296[18];
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/* 0x0304 */ Vec3f v3f_304;
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/* 0x0310 */ EnTkEff eff[20];
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} EnTk; // size = 0x0770
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