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ObjTimeblock OK (#421)
* ObjTimeblock: move data in source file * ObjTimeblock: decomp Init() * ObjTimeblock: decomp Destroy() * ObjTimeblock: decomp func_80BA0058()/spawnDemoEffect() * ObjTimeblock: decomp func_80B9FFA0() * ObjTimeblock: decomp func_80BA040C()/mainActionFunc() * ObjTimeblock: decomp func_80BA032C() * ObjTimeblock: decomp func_80BA0480() * ObjTimeblock: decomp func_80BA0514() * ObjTimeblock: decomp func_80BA0524() * ObjTimeblock: decomp func_80BA00CC()/toggleSceneSwitch() * ObjTimeblock: decomp func_80BA04F8() * ObjTimeblock: decomp func_80BA0508()/doNothing() * ObjTimeblock: decomp func_80BA0758() * ObjTimeblock: decomp func_80BA0768() * ObjTimeblock: decomp func_80BA06AC() * ObjTimeblock: decomp func_80BA083C() * ObjTimeblock: decomp func_80BA084C() * ObjTimeblock: decomp ObjTimeblock_Update() * ObjTimeblock: decomp ObjTimeblock_Draw() * ObjTimeblock: document the most obvious * ObjTimeblock: use compiled reloc data * ObjTimeblock: apply suggestions from mzxrules * review Co-authored-by: fig <fig02srl@gmail.com>
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parent
579b87dceb
commit
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28 changed files with 330 additions and 921 deletions
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@ -5,13 +5,13 @@
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#define THIS ((EnDh*)thisx)
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typedef enum {
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DH_WAIT,
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DH_RETREAT,
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DH_BURROW,
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DH_WALK,
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DH_ATTACK,
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DH_DEATH,
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DH_DAMAGE
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/* 0 */ DH_WAIT,
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/* 1 */ DH_RETREAT,
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/* 2 */ DH_BURROW,
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/* 3 */ DH_WALK,
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/* 4 */ DH_ATTACK,
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/* 5 */ DH_DEATH,
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/* 6 */ DH_DAMAGE
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} EnDhAction;
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void EnDh_Init(Actor* this, GlobalContext* globalCtx);
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@ -96,7 +96,7 @@ void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &D_809EC620;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007E88, &D_06005880, this->limbDrawTable, this->limbRotTable,
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16);
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16);
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ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 64.0f);
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this->actor.params = ENDH_WAIT_UNDERGROUND;
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this->actor.colChkInfo.mass = 0xFE;
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@ -502,13 +502,13 @@ void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
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POLY_OPA_DISP =
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SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
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this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
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} else {
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func_80093D84(globalCtx->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
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gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
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POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
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this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
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}
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if (this->drawDirtWave) {
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func_80093D84(globalCtx->state.gfxCtx);
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