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Darío 768de1bda4 Manual vertex velocity computation. (#46)
* Update RT64 for vertex velocity segment support.

* Switch to using extended velocity data for CPU skinning.

* Integrate actor tracking into vertex velocity calculation

* Add vertex velocity calculation to overlay draws (e.g. Clanker)

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Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2026-01-06 20:21:15 -05:00

31 lines
961 B
C

#include "patches.h"
#include "note_saving.h"
#include "transform_ids.h"
#include "bk_api.h"
#include "misc_funcs.h"
#include "core1/core1.h"
#include "core1/main.h"
#include "core1/vimgr.h"
RECOMP_DECLARE_EVENT(recomp_on_init());
void recomp_init_vertex_skinning(void);
// @recomp Patched to perform some initialization after core2 has been loaded.
RECOMP_PATCH void dummy_func_8025AFB0(void) {
// @recomp Initialize note saving data before the init event is run.
// This will allow mods to override it as necessary.
init_note_saving();
// @recomp Perform the necessary initialization for vertex skinning.
recomp_init_vertex_skinning();
// @recomp Register actor extension data and call the init event.
recomp_on_init();
// @recomp Calculate the note start indices for each map after the init event.
// This allows the start indices to account for any changes made by mods.
calculate_map_start_note_indices();
}