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object_horse_ganon, object_horse_link_child, object_horse_normal and object_horse_zelda OK (#724)
* object_horse_zelda Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_normal Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_link_child Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * object_horse Signed-off-by: angie <angheloalf95@gmail.com> * object_hni Signed-off-by: Angie <angheloalf95@gmail.com> * ZAPD is falling to do vtx Signed-off-by: Angie <angheloalf95@gmail.com> * Testing Signed-off-by: Angie <angheloalf95@gmail.com> * Rename horse_link_child variables Signed-off-by: angie <angheloalf95@gmail.com> * horse_zelda with names Signed-off-by: angie <angheloalf95@gmail.com> * I'm suspecting that this game doesn't use z_en_horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * Child epona eye textures Signed-off-by: Angie <angheloalf95@gmail.com> * Extract eyes textures from Epona Signed-off-by: Angie <angheloalf95@gmail.com> * Small rename Signed-off-by: Angie <angheloalf95@gmail.com> * change references in EnHorseNormal Signed-off-by: angie <angheloalf95@gmail.com> * Rename a few HorseNormal animations Signed-off-by: angie <angheloalf95@gmail.com> * Add normal horse eye texture Signed-off-by: angie <angheloalf95@gmail.com> * Add some textures Signed-off-by: angie <angheloalf95@gmail.com> * change pointers in EnViewer Signed-off-by: angie <angheloalf95@gmail.com> * Rename some animations of HorseGanon Signed-off-by: angie <angheloalf95@gmail.com> * Add a few dlists in object_horse Signed-off-by: Angie <angheloalf95@gmail.com> * Add whinnies Signed-off-by: Angie <angheloalf95@gmail.com> * Rename last animations remaining in horse_normal and horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * Remove epona and ingo's horse Signed-off-by: angie <angheloalf95@gmail.com> * ./format.sh Signed-off-by: angie <angheloalf95@gmail.com> * Give a proper name to horses animations Signed-off-by: angie <angheloalf95@gmail.com> * add trailling comma Signed-off-by: Angie <angheloalf95@gmail.com> * remove union of skeletons Signed-off-by: angie <angheloalf95@gmail.com> * change skeletonheader* to void* Signed-off-by: angie <angheloalf95@gmail.com> * remove cast Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * remove cast 2 Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * format.sh Signed-off-by: angie <angheloalf95@gmail.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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parent
3aad8f7244
commit
b338f12498
13 changed files with 160 additions and 140 deletions
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@ -6,6 +6,7 @@
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#include "z_en_horse_normal.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_horse_normal/object_horse_normal.h"
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#define FLAGS 0x00000000
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@ -52,20 +53,10 @@ const ActorInit En_Horse_Normal_InitVars = {
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(ActorFunc)EnHorseNormal_Draw,
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};
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extern AnimationHeader D_06000608;
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extern AnimationHeader D_06000C20;
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extern AnimationHeader D_060013A8;
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extern AnimationHeader D_06001A1C;
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extern AnimationHeader D_06002458;
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extern AnimationHeader D_060035D4;
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extern AnimationHeader D_06004580;
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extern AnimationHeader D_06004C20;
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extern AnimationHeader D_060054BC;
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extern SkeletonHeader D_06009FAC;
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static AnimationHeader* sAnimations[] = {
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&D_06004580, &D_06004C20, &D_060035D4, &D_06002458, &D_060054BC, &D_06001A1C, &D_06000608, &D_06000C20, &D_060013A8,
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&gHorseNormalIdleAnim, &gHorseNormalWhinnyAnim, &gHorseNormalRefuseAnim,
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&gHorseNormalRearingAnim, &gHorseNormalWalkingAnim, &gHorseNormalTrottingAnim,
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&gHorseNormalGallopingAnim, &gHorseNormalJumpingAnim, &gHorseNormalJumpingHighAnim,
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};
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static ColliderCylinderInit sCylinderInit1 = {
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@ -237,7 +228,7 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
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return;
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}
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this->actor.home.rot.z = this->actor.world.rot.z = this->actor.shape.rot.z = 0;
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func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
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func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
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Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
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if ((this->actor.world.pos.x == -730.0f && this->actor.world.pos.y == 0.0f &&
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this->actor.world.pos.z == -1100.0f) ||
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@ -251,7 +242,7 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_Kill(&this->actor);
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return;
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} else {
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func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
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func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
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Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
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func_80A6C6B0(this);
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return;
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@ -259,15 +250,15 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
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} else if (globalCtx->sceneNum == SCENE_SPOT12) {
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if (this->actor.world.pos.x == 3707.0f && this->actor.world.pos.y == 1413.0f &&
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this->actor.world.pos.z == -665.0f) {
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func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
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func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
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Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
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func_80A6C4CC(this);
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return;
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}
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func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
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func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
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Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
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} else {
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func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
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func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
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Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
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}
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if ((this->actor.params & 0xF0) == 0x10 && (this->actor.params & 0xF) != 0xF) {
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