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name SkelAnime_InitLinkAnimetion, name load animation types and callbacks, rename several segement addresses in decompiled actors

This commit is contained in:
KrimtonZ 2020-03-25 10:51:25 -05:00
parent a99840162b
commit 8970968cfc
67 changed files with 2727 additions and 3007 deletions

View file

@ -51,10 +51,10 @@ const ActorInit Demo_Go_InitVars = {
(ActorFunc)DemoGo_Draw,
};
extern UNK_TYPE D_060029A8;
extern UNK_TYPE D_06004930;
extern AnimationHeader D_060029A8;
extern AnimationHeader D_06004930;
extern UNK_TYPE D_0600E680;
extern UNK_TYPE D_0600FEF0;
extern SkeletonHeader D_0600FEF0;
UNK_TYPE func_8097C870(DemoGo* this) {
s32 ret;
@ -246,9 +246,9 @@ void func_8097CEEC(DemoGo* this, GlobalContext* globalCtx) {
}
void func_8097CF20(DemoGo* this, GlobalContext* globalCtx, UNK_TYPE arg2) {
UNK_PTR animation = &D_060029A8;
AnimationHeader* animation = &D_060029A8;
if (arg2 != 0) {
SkelAnime_ChangeAnimation(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(animation), 0,
SkelAnime_ChangeAnimation(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animation->genericHeader), 0,
-8.0f);
this->action = 5;
this->unk_19C = 0.0f;
@ -316,12 +316,12 @@ void DemoGo_Update(DemoGo* this, GlobalContext* globalCtx) {
}
void DemoGo_Init(DemoGo* this, GlobalContext* globalCtx) {
UNK_PTR animation = &D_06004930;
s16 pad;
AnimationHeader* animation = &D_06004930;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600FEF0, 0, 0, 0, 0);
SkelAnime_ChangeAnimation(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(animation), 2, 0.0f);
SkelAnime_ChangeAnimation(&this->skelAnime, animation, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animation->genericHeader), 2, 0.0f);
this->action = 0;
}
@ -343,7 +343,7 @@ void func_8097D29C(DemoGo* this, GlobalContext* globalCtx) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(srcSegment8));
gSPSegment(gfxCtx->polyOpa.p++, 0x09, SEGMENTED_TO_VIRTUAL(srcSegment9));
SkelAnime_DrawSV(globalCtx, skelAnime->limbIndex, skelAnime->actorDrawTbl, skelAnime->dListCount, NULL, NULL,
SkelAnime_DrawSV(globalCtx, skelAnime->skeleton, skelAnime->actorDrawTbl, skelAnime->dListCount, NULL, NULL,
&this->actor);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_demo_go.c", 746);