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Poe Actor Decomps (#463)
* Poe actors progress * Some more progress, En_Poh almost matching * Further progress * Fix merge * Decompile data * Actor struct cleanups * More functions OK * Progress * Last function decompiled, some nonmatchings left * Few more OK, skelanime_init definition changes * Progress * Style improvements, OPEN/CLOSE_DISPS, few more OK * Few more style improvements, function prototype additions/changes, another function OK * Remove unused asm, begin documentation * Use generated reloc * Cleanup, format * Remove a few no longer needed comments * PR suggestions * DISP macros * Missed some FrameUpdateMatrix != 0 replacements * EnPoField_InteractWithSoul -> EnPoField_SoulInteract, eyeImageIdx -> eyeTextureIdx * Fix merge, reformat * Review Suggestions Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Further review suggestions * Ran formatter * Less DECR usage Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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@ -1300,8 +1300,8 @@ s32 SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeade
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}
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}
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void SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
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s32 SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
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FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
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