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start documenting animation (#668)
* start documenting animation * Update course_data.c * change comment
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@@ -19,7 +19,7 @@
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#include "bomb_kart.h"
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#include <assets/common_data.h>
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#include "render_player.h"
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#include "code_80004740.h"
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#include "animation.h"
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#include "code_80005FD0.h"
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#include "code_80057C60.h"
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#include "code_8006E9C0.h"
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@@ -3854,9 +3854,9 @@ void func_80055164(s32 objectIndex) {
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gSPDisplayList(gDisplayListHead++, D_0D0077A0);
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rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
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if (gIsGamePaused == 0) {
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gObjectList[objectIndex].unk_0A2 = func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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gObjectList[objectIndex].unk_0A2 = render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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} else {
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func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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}
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}
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}
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@@ -3879,9 +3879,9 @@ void func_800552BC(s32 objectIndex) {
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rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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if (gIsGamePaused == 0) {
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gObjectList[objectIndex].unk_0A2 = func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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gObjectList[objectIndex].unk_0A2 = render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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} else {
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func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
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}
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}
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}
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@@ -3980,7 +3980,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
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sp34[2] = object->pos[2];
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rsp_set_matrix_transformation_inverted_x_y_orientation(sp34, object->orientation, object->sizeScaling);
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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func_80004DFC((animation_type_1 *) object->model, (animation_type_2 **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
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render_animated_model((Armature *) object->model, (Animation **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
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}
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} else if (arg1 < 0x15F91U) {
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func_8004A7AC(objectIndex, 1.5f);
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@@ -3988,7 +3988,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
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}
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rsp_set_matrix_transformation(object->pos, object->orientation, object->sizeScaling);
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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func_80004DFC((animation_type_1 *) object->model, (animation_type_2 **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
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render_animated_model((Armature *) object->model, (Animation **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
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}
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}
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@@ -4052,7 +4052,7 @@ void func_80055AB8(s32 objectIndex, s32 cameraId) {
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} else {
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rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, (s16) gObjectList[objectIndex].itemDisplay);
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render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, (s16) gObjectList[objectIndex].itemDisplay);
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}
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}
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}
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@@ -4061,7 +4061,7 @@ void render_object_chain_chomps(s32 cameraId) {
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s32 var_s1;
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s32 objectIndex;
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for (var_s1 = 0; var_s1 < 3; var_s1++) {
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for (var_s1 = 0; var_s1 < NUM_CHAIN_CHOMPS; var_s1++) {
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objectIndex = indexObjectList2[var_s1];
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func_8008A1D0(objectIndex, cameraId, 0x000005DC, 0x000009C4);
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if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) {
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