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https://github.com/n64decomp/mk64
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Rename Object Timing Related Code (#673)
* start making models extraction with blender * finishing extract model * Update fast64 * extract course * Update fast64 * Update fast64 * simplify import of course_displaylists and course_textures and remplace adress with texture * Update fast64 * change data format and simplify the thread queue * move in a blender folder * remove fast64 * re add fast64 * add model_extract and fast64_blender in makefile * multithread with make file split the models into multiple json and add course segment * Update fast64 * remove old model_extract * remove the error when he don't find blender * start rename around course section * rename around object * update submodule fast64 * fix compilation issue and add some model to extract * Update fast64 * remove fast64 * re add fast64 * update submodule * fix compilation issue * add other collision gfx and prepare reorganise file * re arrange json * Create README.MD * Update README.MD * Update README.MD * update fast64 * rename to initiate_next_state * Revert "Merge branch '3d-objects' into general-object" This reverts commitf5347b38cc, reversing changes made toa353c4d954. * revert the revert... * revert 3d-models PR * finish some revert * Update code_80005FD0.c * fix code_80091750.c * Update code_80091750.c * rename isTimerRunning to isTimerActive and set_object_timer_running to set_object_timer_state * rename to initialize_next_state * rename to object_next_state --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -4215,7 +4215,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
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object->sizeScaling);
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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render_animated_model((Armature*) object->model, (Animation**) object->vertex,
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(s16) object->unk_0D8, (s16) object->itemDisplay);
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(s16) object->unk_0D8, (s16) object->textureListIndex);
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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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@@ -4224,7 +4224,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
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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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render_animated_model((Armature*) object->model, (Animation**) object->vertex, (s16) object->unk_0D8,
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(s16) object->itemDisplay);
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(s16) object->textureListIndex);
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}
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}
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@@ -4293,7 +4293,7 @@ void func_80055AB8(s32 objectIndex, s32 cameraId) {
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gSPDisplayList(gDisplayListHead++, D_0D0077D0);
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render_animated_model((Armature*) gObjectList[objectIndex].model,
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(Animation**) gObjectList[objectIndex].vertex, 0,
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(s16) gObjectList[objectIndex].itemDisplay);
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(s16) gObjectList[objectIndex].textureListIndex);
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}
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}
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}
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