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En_Tite OK (#555)
* EnTite_Update matching * Fixes to update * made good progress, func_80B1A2A0 is in a good place to be matching soon * Merge stuff * func_80B19E94 done, func_80B18CC4 done * EnTite_Destroy and EnTite_Init done * Commenting out sDamageTable and EnTite_Init until all the data matches * Some more small functions done * more progress * func_80B19918 done * func_80B18E7C done * func_80B19524 done * more progress * EnTite_Draw equiv but nonmatching, file otherwise done * Found some unstaged changed on old laptop * Draw matching: File fully matching! * Documentation * finished documentation * deleted data files * update spec * fixed waterY -> yDistToWater rename after merge * ran format.sh * fixing accidental renames in camera * Fixed some obvious number/comment formatting issues * Removed unecessary prototypes * merge * running format.sh * suggestions * more pr comment changes * format to push * one more change * more renames (see pr comments) * merge * renames * format.sh * fix renames * function comment formatting * merge + format * endless merge fixes * merge fixes until die * yet again a merge fix * pr suggestions
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147 changed files with 1431 additions and 3642 deletions
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Load diff
26
src/overlays/actors/ovl_En_Tite/z_en_tite.h
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26
src/overlays/actors/ovl_En_Tite/z_en_tite.h
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@ -6,9 +6,33 @@
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struct EnTite;
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typedef void (*EnTiteActionFunc)(struct EnTite*, GlobalContext*);
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typedef enum {
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/* -2 */ TEKTITE_BLUE = -2,
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/* -1 */ TEKTITE_RED
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} EnTiteType;
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typedef struct EnTite {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x22C];
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ Vec3s jointTable[25];
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/* 0x0226 */ Vec3s morphTable[25];
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/* 0x02BC */ u8 action;
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/* 0x02BD */ u8 flipState;
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/* 0x02C0 */ EnTiteActionFunc actionFunc;
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/* 0x02C4 */ struct_80032E24 unk_2C4; // Data for EnPart which is spawned at death
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/* 0x02DC */ s32 unk_2DC; // flags related to bgCheck drawn effects
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/* 0x02E0 */ s16 actionVar1; // Usage depends on current action function
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/* 0x02E2 */ u8 actionVar2; // Usage depends on current action function
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/* 0x02E3 */ u8 spawnIceTimer;
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/* 0x02E4 */ u8 damageEffect;
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/* 0x02E8 */ ColliderJntSph collider;
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/* 0x0308 */ ColliderJntSphItem colliderItem;
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/* 0x0348 */ Vec3f frontLeftFootPos;
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/* 0x0354 */ Vec3f frontRightFootPos;
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/* 0x0360 */ Vec3f backRightFootPos;
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/* 0x036C */ Vec3f backLeftFootPos;
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} EnTite; // size = 0x0378
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extern const ActorInit En_Tite_InitVars;
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