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Dm_Stk (Skull Kid) documented, object_stk and object_stk3 fully documented, object_stk2 mostly documented (#827)
* Most of object_stk done * Document the original name for every animation * First pass names on every single animation * Enum for animations * Enum for limbs * Very low hanging fruit in dm_stk * Document a lot more in dm_stk * Name most remaining struct vars * Name a bunch of functions * First pass names to all sound functions * Name most functions * Name all other object symbols used by dm_stk * Name all remaining functions and struct vars * Much better animation names and documentation * Lots more function documentation * Document some stuff * Name the title cutscene thing * Last little bit of cleanup * Format * Rename SFX functions * Fix typo in header comment * Respond to Elliptic's review * Respond to Elliptic's clarification about Version1/2 * hitCount -> deflectCount * Take into account some of the feedback that was given for DmZl4
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@@ -30,7 +30,7 @@ const ActorInit Dm_Sa_InitVars = {
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(ActorFunc)DmSa_Draw,
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};
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static AnimationInfo D_80A2ED00[] = { { &object_stk_Anim_00CC94, 1.0f, 0, -1.0f, ANIMMODE_LOOP, 0 } };
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static AnimationInfo D_80A2ED00[] = { { &gSkullKidTPoseAnim, 1.0f, 0, -1.0f, ANIMMODE_LOOP, 0 } };
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void func_80A2E960(SkelAnime* arg0, AnimationInfo* animations, u16 index) {
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f32 frameCount;
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@@ -52,7 +52,7 @@ void DmSa_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->alpha = 0xFF;
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this->actor.targetArrowOffset = 3000.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_stk_Skel_013328, NULL, NULL, NULL, 0);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gSkullKidSkel, NULL, NULL, NULL, 0);
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func_80A2E960(&this->skelAnime, D_80A2ED00, 0);
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Actor_SetScale(&this->actor, 0.01f);
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this->actionFunc = DmSa_DoNothing;
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File diff suppressed because it is too large
Load Diff
@@ -2,44 +2,53 @@
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#define Z_DM_STK_H
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#include "global.h"
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#include "objects/object_stk/object_stk.h"
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struct DmStk;
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typedef void (*DmStkActionFunc)(struct DmStk*, GlobalContext*);
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#define DM_STK_GET_TYPE(thisx) ((thisx)->params)
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typedef enum {
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/* 0 */ DM_STK_TYPE_SKULL_KID,
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/* 1 */ DM_STK_TYPE_MAJORAS_MASK,
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} DmStkType;
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typedef struct DmStk {
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/* 0x0000 */ Actor actor;
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/* 0x0144 */ SkelAnime skelAnime;
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/* 0x0188 */ UNK_TYPE1 unk_188[0x108];
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/* 0x0290 */ DmStkActionFunc actionFunc;
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/* 0x0294 */ ColliderCylinder collider;
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/* 0x02E0 */ s16 unk_2E0;
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/* 0x02E4 */ s32 unk_2E4;
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/* 0x02E8 */ u32 unk_2E8;
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/* 0x02EC */ u32 unk_2EC;
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/* 0x02F0 */ u32 unk_2F0;
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/* 0x02F4 */ s32 unk_2F4;
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/* 0x02F8 */ s32 unk_2F8;
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/* 0x02FC */ s32 unk_2FC;
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/* 0x0300 */ f32 unk_300;
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/* 0x0304 */ Vec3f unk_304;
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/* 0x0310 */ Vec3f unk_310;
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/* 0x031C */ UNK_TYPE1 unk31C[0xC];
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/* 0x0328 */ u16 unk_328;
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/* 0x032A */ u16 unk_32A;
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/* 0x032C */ u8 unk_32C;
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/* 0x032D */ u8 unk_32D;
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/* 0x032E */ u8 unk_32E;
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/* 0x032F */ u8 unk_32F;
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/* 0x0330 */ s32 unk_330;
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/* 0x0334 */ u8 unk_334;
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/* 0x0335 */ u8 unk_335;
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/* 0x0336 */ s8 unk_336;
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/* 0x0337 */ s8 unk_337;
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/* 0x0338 */ s8 unk_338;
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/* 0x0339 */ u8 unk_339;
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/* 0x033A */ u8 unk_33A;
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/* 0x033B */ u8 unk_33B;
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/* 0x000 */ Actor actor;
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/* 0x144 */ SkelAnime skelAnime;
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/* 0x188 */ Vec3s jointTable[SKULL_KID_LIMB_MAX]; // Not used, since it's allocated dynamically instead.
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/* 0x20C */ Vec3s morphTable[SKULL_KID_LIMB_MAX]; // Not used, since it's allocated dynamically instead.
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/* 0x290 */ DmStkActionFunc actionFunc;
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/* 0x294 */ ColliderCylinder collider;
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/* 0x2E0 */ s16 animationId;
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/* 0x2E4 */ s32 alpha;
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/* 0x2E8 */ u32 fogR;
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/* 0x2EC */ u32 fogG;
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/* 0x2F0 */ u32 fogB;
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/* 0x2F4 */ s32 fogA;
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/* 0x2F8 */ s32 fogN;
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/* 0x2FC */ s32 fogF;
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/* 0x300 */ f32 fogScale;
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/* 0x304 */ Vec3f headPos; // set but never used
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/* 0x310 */ Vec3f oathToOrderCutsceneVoicePos;
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/* 0x31C */ UNK_TYPE1 unk31C[0xC];
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/* 0x328 */ u16 tatlMessageTimer;
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/* 0x32A */ u16 bobPhase;
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/* 0x32C */ u8 maskType;
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/* 0x32D */ u8 handType;
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/* 0x32E */ u8 fadeInState;
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/* 0x32F */ u8 fadeOutState;
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/* 0x330 */ s32 fadeOutTimer;
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/* 0x334 */ u8 csAction;
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/* 0x335 */ u8 hasBeenHit; // set but never used
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/* 0x336 */ s8 objectStkObjectIndex;
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/* 0x337 */ s8 objectStk2ObjectIndex;
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/* 0x338 */ s8 objectStk3ObjectIndex;
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/* 0x339 */ u8 deflectCount;
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/* 0x33A */ u8 dekuPipesCutsceneState;
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/* 0x33B */ u8 shouldDraw;
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} DmStk; // size = 0x33C
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extern const ActorInit Dm_Stk_InitVars;
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