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SkelAnime Updates (#78)
* update naming, minor updates * rename postLimbUpdate to postLimbDraw * recently decompiled actor naming update
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cb5a604ea7
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4961eb0a90
19 changed files with 259 additions and 275 deletions
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@ -398,10 +398,10 @@ Hilite* func_8003435C(Vec3f* object, GlobalContext* globalCtx);
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s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 arg3, u16 (*unkFunc1)(GlobalContext*, Actor*),
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s16 (*unkFunc2)(GlobalContext*, Actor*));
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s16 func_800347E8(s16 arg0);
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_LimbUpdateMatrix2 unkFunc1,
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SkelAnime_LimbAppendDlist2 unkFunc2, Actor* actor, s16 alpha);
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_LimbUpdateMatrix2 unkFunc1,
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SkelAnime_LimbAppendDlist2 unkFunc2, Actor* actor, s16 alpha);
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha);
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha);
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void func_80034EC0(SkelAnime* skelAnime, struct_80034EC0_Entry* arg1, s32 arg2);
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void Actor_Noop(Actor* actor, GlobalContext* globalCtx);
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void Gfx_DrawDListOpa(GlobalContext* globalCtx, u32 dlist);
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@ -1137,24 +1137,19 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd);
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void func_80098CBC(GlobalContext* globalCtx, u8* nbTransitionActors);
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void func_800994A0(GlobalContext* globalCtx);
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void Scene_Draw(GlobalContext* globalCtx);
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex);
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex);
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor);
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void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor);
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex);
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex);
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor);
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void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor);
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s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg);
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Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
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Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
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Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx);
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void SkelAnime_InterpolateVec3s(s32, Vec3s*, Vec3s*, Vec3s*, f32);
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void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx);
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void func_800A32F4(GlobalContext* globalCtx);
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@ -1168,8 +1163,8 @@ void SkelAnime_LoadAnimationType4(GlobalContext* globalCtx, s32 vecCount, Vec3s*
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void SkelAnime_LoadAnimationType5(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx);
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void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* actorDrawTbl, Vec3s* arg6,
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s32 limbBufCount);
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LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* limbDrawTable,
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Vec3s* arg6, s32 limbBufCount);
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void func_800A3B8C(SkelAnime* skelAnime);
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s32 func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime);
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@ -1192,15 +1187,15 @@ void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
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void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame);
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void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
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Vec3s* actorDrawTable);
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Vec3s* limbDrawTable);
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void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
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Vec3s* arg7);
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s32 func_800A4530(SkelAnime* skelAnime, f32 arg1);
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void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg, Vec3s* actorDrawTable, Vec3s* arg5, s32 limbCount);
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AnimationHeader* animationseg, Vec3s* limbDrawTable, Vec3s* arg5, s32 limbCount);
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void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg, Vec3s* actorDrawTable, Vec3s* arg5, s32 limbCount);
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AnimationHeader* animationseg, Vec3s* limbDrawTable, Vec3s* arg5, s32 limbCount);
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void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg);
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s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime);
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