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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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@ -79,7 +79,7 @@ static InitChainEntry sInitChain[] = {
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extern AnimationHeader D_06000EA4;
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extern AnimationHeader D_06000590;
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extern AnimationHeader D_0600299C;
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extern SkeletonHeader D_06008FB0;
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extern FlexSkeletonHeader D_06008FB0;
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extern AnimationHeader D_06009DB0;
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extern AnimationHeader D_060019CC;
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extern AnimationHeader D_06009520;
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@ -93,8 +93,8 @@ void EnWallmas_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(thisx, sInitChain);
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ActorShape_Init(&thisx->shape, 0, NULL, 0.5f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06008FB0, &D_06009DB0, &this->unkSkelAnimeStruct, &this->unk_22e,
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0x19);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008FB0, &D_06009DB0, &this->unkSkelAnimeStruct, &this->unk_22e,
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25);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
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@ -581,7 +581,7 @@ void EnWallmas_DrawXlu(EnWallmas* this, GlobalContext* globalCtx) {
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}
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s32 EnWallMas_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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Actor* thisx) {
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void* thisx) {
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EnWallmas* this = THIS;
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if (limbIndex == 1) {
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@ -595,7 +595,7 @@ s32 EnWallMas_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
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return 0;
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}
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void EnWallMas_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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void EnWallMas_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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if (limbIndex == 2) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_wallmas.c", 1478);
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@ -619,8 +619,8 @@ void EnWallmas_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (this->actionFunc != EnWallmas_WaitToDrop) {
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnWallMas_OverrideLimbDraw, EnWallMas_PostLimbDraw, &this->actor);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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this->skelAnime.dListCount, EnWallMas_OverrideLimbDraw, EnWallMas_PostLimbDraw, this);
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}
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EnWallmas_DrawXlu(this, globalCtx);
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