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Barinade (Boss_Va) (#529)

* 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

* When life gives you Bari, make Barinade

* Now with more names

* merge

* enums everywhere

* just one left

* OK

* more docs

* a little more

* I don't even remember what I changed

* small cleanup

* maybe it's time

* weird

* not sure what's up with sys_matrix

* camera functions

* it's no object

* unused

* back to being unused

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "6f874af4a"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "6f874af4a"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"

* hope this works

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "6f874af4a"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "6f874af4a"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"

* object fix

* stuff

* test merge

* merge colchk

* merge colchk

* one more thing

* naming things

* naming things

* implement most suggestions, and format

* fixes

* format

* more fixes

* more fixes and format

* body -> get_body

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Fig02 <fig02srl@gmail.com>
This commit is contained in:
petrie911 2021-08-08 12:57:07 -05:00 committed by GitHub
parent 9455c885f8
commit 65f65870a1
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
84 changed files with 4042 additions and 15337 deletions

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@ -6,11 +6,71 @@
struct BossVa;
typedef void (*BossVaActionFunc)(struct BossVa*, GlobalContext*);
typedef struct BossVa {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x26C];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ BossVaActionFunc actionFunc;
/* 0x0194 */ u8 onCeiling;
/* 0x0195 */ u8 burst;
/* 0x0196 */ s8 invincibilityTimer;
/* 0x0197 */ u8 isDead;
/* 0x0198 */ s32 timer;
/* 0x019C */ s16 timer2;
/* 0x01A0 */ f32 unk_1A0; // Upper body section pulse, Bari spin radius
/* 0x01A4 */ f32 unk_1A4; // Lower body segment pulse, Bari bob phase
/* 0x01A8 */ f32 unk_1A8; // Death camera zoom. Always 0.
/* 0x01AC */ s16 unk_1AC; // Body pulse phase, death camera rotation, Bari radius
/* 0x01AE */ s16 bodyGlow;
/* 0x01B0 */ s16 unk_1B0; // Body glow pulse rate, death growths counter, zapper death camera
/* 0x01B4 */ Vec3f armTip;
/* 0x01C0 */ Vec3f zapNeckPos;
/* 0x01CC */ Vec3f zapHeadPos;
/* 0x01D8 */ Vec3f unk_1D8; // Bari scale, Attach point for Bari spin, zapper head
/* 0x01E4 */ s16 unk_1E4; // Various Zapper rotations
/* 0x01E6 */ s16 unk_1E6;
/* 0x01E8 */ s16 unk_1E8;
/* 0x01EA */ s16 unk_1EA;
/* 0x01EC */ s16 unk_1EC;
/* 0x01EE */ s16 unk_1EE;
/* 0x01F0 */ s16 unk_1F0; // Bari lightning scale
/* 0x01F2 */ s16 unk_1F2; // Intro camera rotation rate
/* 0x01F4 */ s16 unk_1F4;
/* 0x01F6 */ Vec3s headRot;
/* 0x01FC */ Vec3f effectPos[10];
/* 0x0274 */ Vec3f unk_274; // Unused body position
/* 0x0280 */ Vec3f unk_280; // Unused body position
/* 0x028C */ ColliderCylinder colliderBody;
/* 0x02D8 */ ColliderJntSph colliderSph;
/* 0x02F8 */ ColliderJntSphElement elements[1];
/* 0x0338 */ ColliderQuad colliderLightning;
} BossVa; // size = 0x03B8
typedef enum {
/* -1 */ BOSSVA_BODY = -1,
/* 0 */ BOSSVA_SUPPORT_1,
/* 1 */ BOSSVA_SUPPORT_2,
/* 2 */ BOSSVA_SUPPORT_3,
/* 3 */ BOSSVA_ZAPPER_1,
/* 4 */ BOSSVA_ZAPPER_2,
/* 5 */ BOSSVA_ZAPPER_3,
/* 6 */ BOSSVA_BARI_UPPER_1,
/* 7 */ BOSSVA_BARI_UPPER_2,
/* 8 */ BOSSVA_BARI_UPPER_3,
/* 9 */ BOSSVA_BARI_UPPER_4,
/* 10 */ BOSSVA_BARI_UPPER_5,
/* 11 */ BOSSVA_BARI_LOWER_1,
/* 12 */ BOSSVA_BARI_LOWER_2,
/* 13 */ BOSSVA_BARI_LOWER_3,
/* 14 */ BOSSVA_BARI_LOWER_4,
/* 15 */ BOSSVA_BARI_LOWER_5,
/* 16 */ BOSSVA_STUMP_1,
/* 17 */ BOSSVA_STUMP_2,
/* 18 */ BOSSVA_STUMP_3,
/* 19 */ BOSSVA_DOOR
} BossVaParam;
extern const ActorInit Boss_Va_InitVars;
#endif