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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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@ -52,6 +52,7 @@ Vec3f D_80B5A4B0 = { 42.0f, 260.0f, 13.0f };
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u32 D_80B5A4BC = 0;
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extern FlexSkeletonHeader D_06010D70;
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extern AnimationHeader D_060001D8;
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extern AnimationHeader D_060004F4;
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extern AnimationHeader D_060014DC;
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@ -83,7 +84,6 @@ extern AnimationHeader D_06009FBC;
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extern AnimationHeader D_0600A334;
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extern AnimationHeader D_0600A598;
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extern AnimationHeader D_0600AACC;
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extern SkeletonHeader D_06010D70;
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extern AnimationHeader D_06001110;
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extern AnimationHeader D_06001D8C;
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extern AnimationHeader D_06002348;
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@ -618,7 +618,7 @@ void func_80B54360(EnZl3* this, s16 arg1, s32 arg2) {
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this->unk_2BC[arg2] = arg1;
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}
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s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx,
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s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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s32 pad[3];
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EnZl3* this = THIS;
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@ -722,7 +722,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
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return 0;
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}
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void EnZl3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx, Gfx** gfx) {
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void EnZl3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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EnZl3* this = THIS;
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s32 pad;
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Vec3f sp34;
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@ -770,7 +770,7 @@ void func_80B54DE0(EnZl3* this, GlobalContext* globalCtx) {
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}
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void func_80B54E14(EnZl3* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
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f32 frameCount = SkelAnime_GetFrameCount(&animation->genericHeader);
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f32 frameCount = SkelAnime_GetFrameCount(animation);
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f32 playbackSpeed;
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f32 unk0;
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f32 fc;
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@ -1068,7 +1068,7 @@ void func_80B559C4(EnZl3* this) {
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Vec3f* thisPos = &this->actor.posRot.pos;
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Vec3f* unk_32C = &this->unk_32C;
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Vec3f* unk_338 = &this->unk_338;
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f32 temp_f0 = func_8006F9BC(SkelAnime_GetFrameCount(&D_06005248.genericHeader), 0,
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f32 temp_f0 = func_8006F9BC(SkelAnime_GetFrameCount(&D_06005248), 0,
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(s32)this->skelAnime.animCurrentFrame, 3, 3);
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thisPos->x = unk_32C->x + (temp_f0 * (unk_338->x - unk_32C->x));
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@ -2468,7 +2468,7 @@ void func_80B593D0(EnZl3* this, GlobalContext* globalCtx) {
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func_80B58C08(this, globalCtx);
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}
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s32 func_80B5944C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx,
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s32 func_80B5944C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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if (limbIndex == 14) {
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Mtx* mtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx) * 7);
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@ -2685,8 +2685,8 @@ void EnZl3_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
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shape->unk_14 = 0;
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func_80B533B0(thisx, globalCtx);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06010D70, NULL, this->limbDrawTable, this->transitionDrawTable,
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15);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06010D70, NULL, this->limbDrawTable, this->transitionDrawTable,
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15);
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switch (func_80B54DD4(this)) {
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case 1:
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@ -2700,12 +2700,12 @@ void EnZl3_Init(Actor* thisx, GlobalContext* globalCtx) {
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osSyncPrintf("ゼルダ姫のEn_Zl3_Actor_ctは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n");
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}
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static OverrideLimbDraw2 sOverrideLimbDrawFuncs[] = {
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static OverrideLimbDraw sOverrideLimbDrawFuncs[] = {
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func_80B5458C,
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func_80B5944C,
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};
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s32 EnZl3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx,
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s32 EnZl3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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EnZl3* this = THIS;
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@ -2739,8 +2739,8 @@ void func_80B59FF4(EnZl3* this, GlobalContext* globalCtx) {
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
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gSPSegment(POLY_OPA_DISP++, 11, &D_80116280[2]);
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POLY_OPA_DISP = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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EnZl3_OverrideLimbDraw, EnZl3_PostLimbDraw, &this->actor, POLY_OPA_DISP);
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POLY_OPA_DISP = SkelAnime_DrawFlex(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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EnZl3_OverrideLimbDraw, EnZl3_PostLimbDraw, this, POLY_OPA_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_zl3.c", 2190);
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}
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@ -2764,8 +2764,8 @@ void func_80B5A1D0(EnZl3* this, GlobalContext* globalCtx) {
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->unk_258);
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gSPSegment(POLY_XLU_DISP++, 11, &D_80116280[0]);
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POLY_XLU_DISP = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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EnZl3_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
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POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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EnZl3_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_zl3.c", 2234);
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}
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