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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>
This commit is contained in:
Anghelo Carvajal 2021-03-28 00:44:11 -03:00 committed by GitHub
parent 3aad8f7244
commit b338f12498
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
13 changed files with 160 additions and 140 deletions

View file

@ -6,6 +6,7 @@
#include "z_en_horse_normal.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_horse_normal/object_horse_normal.h"
#define FLAGS 0x00000000
@ -52,20 +53,10 @@ const ActorInit En_Horse_Normal_InitVars = {
(ActorFunc)EnHorseNormal_Draw,
};
extern AnimationHeader D_06000608;
extern AnimationHeader D_06000C20;
extern AnimationHeader D_060013A8;
extern AnimationHeader D_06001A1C;
extern AnimationHeader D_06002458;
extern AnimationHeader D_060035D4;
extern AnimationHeader D_06004580;
extern AnimationHeader D_06004C20;
extern AnimationHeader D_060054BC;
extern SkeletonHeader D_06009FAC;
static AnimationHeader* sAnimations[] = {
&D_06004580, &D_06004C20, &D_060035D4, &D_06002458, &D_060054BC, &D_06001A1C, &D_06000608, &D_06000C20, &D_060013A8,
&gHorseNormalIdleAnim, &gHorseNormalWhinnyAnim, &gHorseNormalRefuseAnim,
&gHorseNormalRearingAnim, &gHorseNormalWalkingAnim, &gHorseNormalTrottingAnim,
&gHorseNormalGallopingAnim, &gHorseNormalJumpingAnim, &gHorseNormalJumpingHighAnim,
};
static ColliderCylinderInit sCylinderInit1 = {
@ -237,7 +228,7 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
return;
}
this->actor.home.rot.z = this->actor.world.rot.z = this->actor.shape.rot.z = 0;
func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
if ((this->actor.world.pos.x == -730.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -1100.0f) ||
@ -251,7 +242,7 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_Kill(&this->actor);
return;
} else {
func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
func_80A6C6B0(this);
return;
@ -259,15 +250,15 @@ void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
} else if (globalCtx->sceneNum == SCENE_SPOT12) {
if (this->actor.world.pos.x == 3707.0f && this->actor.world.pos.y == 1413.0f &&
this->actor.world.pos.z == -665.0f) {
func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
func_80A6C4CC(this);
return;
}
func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
} else {
func_800A663C(globalCtx, &this->skin, &D_06009FAC, &D_06004580);
func_800A663C(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
}
if ((this->actor.params & 0xF0) == 0x10 && (this->actor.params & 0xF) != 0xF) {