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