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* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* woo watch out

* data and such

* stuff

* more decomp

* another match

* match and docs

* more docs

* little more cleanup

* SFX macros

* little more

* more attempts to match

* naming things

* I give up on the match

* also spec

* changes

* hex

* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
petrie911 2020-12-10 14:00:17 -06:00 committed by GitHub
parent 0c2b92125f
commit d4e16bbacf
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GPG key ID: 4AEE18F83AFDEB23
54 changed files with 1562 additions and 5619 deletions

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@ -6,11 +6,39 @@
struct EnGeldB;
typedef void (*EnGeldBActionFunc)(struct EnGeldB*, GlobalContext*);
typedef struct EnGeldB {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x1CC];
/* 0x0318 */ s16 unk_318;
/* 0x031A */ char unk_31A[0x1CA];
/* 0x014C */ Vec3s bodyPartsPos[10];
/* 0x0188 */ SkelAnime skelAnime;
/* 0x01CC */ Vec3s limbDrawTbl[24];
/* 0x025C */ Vec3s transitionDrawTbl[24];
/* 0x02EC */ s32 actionState;
/* 0x02F0 */ char unk_2F0[4];
/* 0x02F4 */ EnGeldBActionFunc actionFunc;
/* 0x02F8 */ s16 unkTimer;
/* 0x02FA */ s16 lookTimer;
/* 0x02FC */ s16 iceTimer;
/* 0x02FE */ u8 damageEffect;
/* 0x0300 */ s32 timer;
/* 0x0304 */ f32 approachRate;
/* 0x0308 */ char unk_308[4];
/* 0x030C */ f32 unkFloat;
/* 0x0310 */ s16 swordState;
/* 0x0312 */ s16 spinAttackState;
/* 0x0314 */ s16 keyFlag;
/* 0x0316 */ char unk_316[2];
/* 0x0318 */ s16 invisible;
/* 0x031A */ u8 blinkState;
/* 0x031C */ s32 blureIdx;
/* 0x0320 */ ColliderCylinder bodyCollider;
/* 0x036C */ ColliderQuad swordCollider;
/* 0x03EC */ ColliderTris blockCollider;
/* 0x040C */ ColliderTrisItem blockElements[2];
/* 0x04C4 */ Vec3f leftFootPos;
/* 0x04D0 */ Vec3f rightFootPos;
/* 0x04DC */ Vec3s headRot;
} EnGeldB; // size = 0x04E4
extern const ActorInit En_Geldb_InitVars;