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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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@ -408,7 +408,7 @@ void EnVm_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actor.posRot2.pos.y += (6500.0f + this->actor.shape.unk_08) * this->actor.scale.y;
}
s32 EnVm_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
s32 EnVm_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnVm* this = THIS;
if (limbIndex == 2) {
@ -423,7 +423,7 @@ s32 EnVm_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
return 0;
}
void EnVm_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void EnVm_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnVm* this = THIS;
Vec3f sp80 = D_80B2EAF8;
Vec3f sp74 = D_80B2EB04;
@ -481,8 +481,8 @@ void EnVm_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80093D18(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnVm_OverrideLimbDraw,
EnVm_PostLimbDraw, &this->actor);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnVm_OverrideLimbDraw,
EnVm_PostLimbDraw, this);
actorPos = this->actor.posRot.pos;
func_80033C30(&actorPos, &D_80B2EB7C, 255, globalCtx);