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