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