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Symbol cleanup (#897)
* symbol cleanup * run formatter * run formatter * remove duplicate z_demo_ik symbols * run formatter
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743f42f651
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130 changed files with 1210 additions and 2940 deletions
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@ -1,6 +1,7 @@
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#include "z_en_fr.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#include "vt.h"
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#include "objects/object_fr/object_fr.h"
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#define FLAGS 0x02000019
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@ -50,11 +51,6 @@ void EnFr_Deactivate(EnFr* this, GlobalContext* globalCtx);
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void EnFr_GiveReward(EnFr* this, GlobalContext* globalCtx);
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void EnFr_SetIdle(EnFr* this, GlobalContext* globalCtx);
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extern FlexSkeletonHeader D_0600B498; // Frog
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extern AnimationHeader D_06001534; // Frog
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extern AnimationHeader D_060007BC; // Frog Jumping
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extern AnimationHeader D_060011C0; // Frog Landing
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/*
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Frogs params WIP docs
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@ -278,8 +274,8 @@ void EnFr_Update(Actor* thisx, GlobalContext* globalCtx) {
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sEnFrPointers.frogs[frogIndex] = this;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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// frog
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B498, &D_06001534, this->jointTable, this->morphTable,
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24);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_fr_Skel_00B498, &object_fr_Anim_001534,
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this->jointTable, this->morphTable, 24);
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// butterfly
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SkelAnime_Init(globalCtx, &this->skelAnimeButterfly, &gButterflySkel, &gButterflyAnim,
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this->jointTableButterfly, this->morphTableButterfly, 8);
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@ -397,8 +393,8 @@ void EnFr_DecrementBlinkTimerUpdate(EnFr* this) {
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void EnFr_SetupJumpingOutOfWater(EnFr* this, GlobalContext* globalCtx) {
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if (sEnFrPointers.flags == sTimerJumpingOutOfWater[this->actor.params - 1]) {
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Animation_Change(&this->skelAnime, &D_060007BC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060007BC), ANIMMODE_ONCE,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_0007BC, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_0007BC), ANIMMODE_ONCE, 0.0f);
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EnFr_DrawActive(this);
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this->actionFunc = EnFr_JumpingOutOfWater;
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}
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@ -446,20 +442,20 @@ void EnFr_OrientOnLogSpot(EnFr* this, GlobalContext* globalCtx) {
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if ((rotYRemaining == 0) && (this->skelAnime.curFrame == this->skelAnime.endFrame)) {
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sEnFrPointers.flags++;
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this->actionFunc = EnFr_ChooseJumpFromLogSpot;
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Animation_Change(&this->skelAnime, &D_06001534, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001534), ANIMMODE_LOOP,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_001534, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_001534), ANIMMODE_LOOP, 0.0f);
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}
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}
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void EnFr_ChooseJumpFromLogSpot(EnFr* this, GlobalContext* globalCtx) {
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if (sEnFrPointers.flags == 12) {
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this->actor.world.rot.y = ((f32)0x8000 / M_PI) * sLogSpotToFromWater[this->actor.params].yaw;
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Animation_Change(&this->skelAnime, &D_060007BC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060007BC), ANIMMODE_ONCE,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_0007BC, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_0007BC), ANIMMODE_ONCE, 0.0f);
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this->actionFunc = EnFr_JumpingBackIntoWater;
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} else if (this->isJumpingUp) {
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Animation_Change(&this->skelAnime, &D_060007BC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060007BC), ANIMMODE_ONCE,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_0007BC, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_0007BC), ANIMMODE_ONCE, 0.0f);
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this->actionFunc = EnFr_JumpingUp;
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}
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}
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@ -481,8 +477,8 @@ void EnFr_JumpingUp(EnFr* this, GlobalContext* globalCtx) {
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if (EnFr_IsBelowLogSpot(this, &yDistToLogSpot)) {
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this->isJumpingUp = false;
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this->actor.gravity = 0.0f;
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Animation_Change(&this->skelAnime, &D_060011C0, 1.0f, 0.0f, Animation_GetLastFrame(&D_060011C0), ANIMMODE_LOOP,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_0011C0, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_0011C0), ANIMMODE_LOOP, 0.0f);
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this->actionFunc = EnFr_ChooseJumpFromLogSpot;
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} else if ((this->actor.velocity.y <= 0.0f) && (yDistToLogSpot < 40.0f)) {
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this->skelAnime.playSpeed = 1.0f;
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@ -503,8 +499,8 @@ void EnFr_JumpingBackIntoWater(EnFr* this, GlobalContext* globalCtx) {
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// Final Spot Reached
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if ((this->actor.velocity.y < 0.0f) && (this->actor.world.pos.y < yUnderwater)) {
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Animation_Change(&this->skelAnime, &D_06001534, 1.0f, 0.0f, Animation_GetLastFrame(&D_06001534), ANIMMODE_LOOP,
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0.0f);
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Animation_Change(&this->skelAnime, &object_fr_Anim_001534, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_fr_Anim_001534), ANIMMODE_LOOP, 0.0f);
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this->actionFunc = EnFr_SetupJumpingOutOfWater;
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EnFr_DrawIdle(this);
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this->isDeactivating = true;
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