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Document Mido functions, fields, and animations (#2289)
* Document `func_80AAA250`
new name: `EnMd_ReverseAnimation`
* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`
* Document `struct EnMd` fields (and functions)
the list:
* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`
* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`
* Document `func_80AAB158`
new name: `EnMd_UpdateTalking`
* Document `func_80034DD4` @ `z_actor.c`
new name: `Actor_SmoothStep_Attention`
* Document `func_80AAB5A4`
new name: `EnMd_SmoothStep_Attention`
* Document Mido's action functions
the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`
* rename flag `temp2` -> `canUpdateTalking`
* (re)document Mido's animations
via blender and fast64
* marginally improve comments
* marginally improve comments
* actually, yes, let's name action functions as such
* Document eye textures as an enum
to clarify for `EnMd_UpdateEyes`
* rename `eyeIdx` -> `eyeTexIndex`
Mido has two eyes and different textures for them
* Undocument eye textures as an enum
i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah
* ugh, and fix a typo with blinking
rushing is no good
* drop the `Action` suffix
https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286
* rename animation states as sequences
https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923
* `func_80034DD4` -> `Actor_FadeInOut`
https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267
* rename animation states as sequences
a continuation of b11a9e9942
* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`
https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475
* clarify a comment
* Document `actor.params` bits allocation
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
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6 changed files with 275 additions and 253 deletions
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@ -4407,25 +4407,25 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8904);
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}
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s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
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s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 radius) {
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Player* player = GET_PLAYER(play);
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f32 var;
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f32 distance;
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if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
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distance = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
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} else {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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distance = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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}
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if (arg3 < var) {
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if (radius < distance) {
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actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
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Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
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} else {
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actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
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Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
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}
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return arg2;
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return alpha;
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}
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void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index) {
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