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Identify some unaccounted and blob asset data (#1953)
* Identify some unaccounted and blob asset data * Add bug comments for flex skeleton weirdness * Use (SkeletonHeader*) cast instead of .sh * Fix vtx counts
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parent
4639914583
commit
bbcdf22647
50 changed files with 150 additions and 80 deletions
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@ -630,7 +630,9 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
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break;
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default:
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this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
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SkelAnime_Init(play, &this->skelAnime, &gBarinadeBariSkel, &gBarinadeBariAnim, NULL, NULL, 0);
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//! @bug Flex skeleton is used as normal skeleton
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SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gBarinadeBariSkel, &gBarinadeBariAnim, NULL, NULL,
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0);
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this->actor.shape.yOffset = 400.0f;
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break;
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case BOSSVA_DOOR:
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@ -167,7 +167,7 @@ void DemoIk_MoveToStartPos(DemoIk* this, PlayState* play, s32 cueChannel) {
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void DemoIk_Type1Init(DemoIk* this, PlayState* play) {
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s32 pad[3];
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SkeletonHeader* skeleton;
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FlexSkeletonHeader* skeleton;
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AnimationHeader* animation;
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f32 phi_f0;
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@ -189,7 +189,8 @@ void DemoIk_Type1Init(DemoIk* this, PlayState* play) {
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// No break is required for matching
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}
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, phi_f0);
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SkelAnime_Init(play, &this->skelAnime, skeleton, NULL, this->jointTable, this->morphTable, 2);
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//! @bug Flex skeleton is used as normal skeleton
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SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)skeleton, NULL, this->jointTable, this->morphTable, 2);
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Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_ONCE, 0.0f);
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}
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@ -188,7 +188,9 @@ void EnBox_Init(Actor* thisx, PlayState* play2) {
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this->dyna.actor.world.rot.y += 0x8000;
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this->dyna.actor.home.rot.z = this->dyna.actor.world.rot.z = this->dyna.actor.shape.rot.z = 0;
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SkelAnime_Init(play, &this->skelanime, &gTreasureChestSkel, anim, this->jointTable, this->morphTable, 5);
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//! @bug Flex skeleton is used as normal skeleton
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SkelAnime_Init(play, &this->skelanime, (SkeletonHeader*)&gTreasureChestSkel, anim, this->jointTable,
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this->morphTable, 5);
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Animation_Change(&this->skelanime, anim, 1.5f, animFrameStart, endFrame, ANIMMODE_ONCE, 0.0f);
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switch (this->type) {
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@ -196,8 +196,9 @@ void EnDntNomal_WaitForObject(EnDntNomal* this, PlayState* play) {
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this->actor.gravity = -2.0f;
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Actor_SetScale(&this->actor, 0.01f);
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if (this->type == ENDNTNOMAL_TARGET) {
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SkelAnime_Init(play, &this->skelAnime, &gHintNutsSkel, &gHintNutsBurrowAnim, this->jointTable,
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this->morphTable, 10);
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//! @bug Flex skeleton is used as normal skeleton
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SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gHintNutsSkel, &gHintNutsBurrowAnim,
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this->jointTable, this->morphTable, 10);
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this->actor.draw = EnDntNomal_DrawTargetScrub;
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} else {
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SkelAnime_Init(play, &this->skelAnime, &gDntStageSkel, &gDntStageHideAnim, this->jointTable,
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@ -85,8 +85,9 @@ void EnHintnuts_Init(Actor* thisx, PlayState* play) {
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this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
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} else {
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ActorShape_Init(&this->actor.shape, 0x0, ActorShadow_DrawCircle, 35.0f);
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SkelAnime_Init(play, &this->skelAnime, &gHintNutsSkel, &gHintNutsStandAnim, this->jointTable, this->morphTable,
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10);
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//! @bug Flex skeleton is used as normal skeleton
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SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gHintNutsSkel, &gHintNutsStandAnim, this->jointTable,
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this->morphTable, 10);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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