Document object_mk (#1389)

* Updated object_mk animation, limb, and skeleton names

* Updated object_mk texture and DList names

* Added comment to object_mk.xml

* Remove "ing" from Anim names

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update z_en_mk.c to not use "ing" in names

* Running formatter

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Zach North
2023-09-27 23:19:28 -04:00
committed by GitHub
parent d4c41f0263
commit 0fdd63a350
3 changed files with 50 additions and 49 deletions
+6 -6
View File
@@ -57,8 +57,8 @@ static ColliderCylinderInit sCylinderInit = {
s32 func_809592E0(EnMk* this, s16 index) {
AnimationHeader* sAnimations[] = {
&object_mk_Anim_001C38, &object_mk_Anim_000438, &object_mk_Anim_0007D8,
&object_mk_Anim_0010F4, &object_mk_Anim_001964,
&gMarineResearcherIdleAnim, &gMarineResearcherHeadWaggleAnim, &gMarineResearcherYellAnim,
&gMarineResearcherShakeInFearAnim, &gMarineResearcherStrokeChinAnim,
};
if (index == this->unk_27C) {
@@ -82,8 +82,8 @@ void EnMk_Init(Actor* thisx, PlayState* play) {
this->actor.terminalVelocity = -4.0f;
this->actor.gravity = -1.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_mk_Skel_006CA0, &object_mk_Anim_001C38, this->jointTable,
this->morphTable, OBJECT_MK_LIMB_MAX);
SkelAnime_InitFlex(play, &this->skelAnime, &gMarineResearcherSkel, &gMarineResearcherIdleAnim, this->jointTable,
this->morphTable, MARINE_RESEARCHER_LIMB_MAX);
this->unk_27C = -1;
func_809592E0(this, 0);
@@ -463,7 +463,7 @@ void EnMk_Update(Actor* thisx, PlayState* play) {
s32 EnMk_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
EnMk* this = THIS;
if (limbIndex == OBJECT_MK_LIMB_0B) {
if (limbIndex == MARINE_RESEARCHER_LIMB_HEAD) {
rot->y -= this->unk_270.y;
rot->z += this->unk_270.x;
}
@@ -475,7 +475,7 @@ Vec3f D_8095A2A0 = { 1000.0f, -100.0f, 0.0f };
void EnMk_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
EnMk* this = THIS;
if (limbIndex == OBJECT_MK_LIMB_0B) {
if (limbIndex == MARINE_RESEARCHER_LIMB_HEAD) {
Matrix_MultVec3f(&D_8095A2A0, &this->actor.focus.pos);
}
}
+2 -2
View File
@@ -12,8 +12,8 @@ typedef struct EnMk {
/* 0x000 */ Actor actor;
/* 0x144 */ ColliderCylinder collider;
/* 0x190 */ SkelAnime skelAnime;
/* 0x1D4 */ Vec3s jointTable[OBJECT_MK_LIMB_MAX];
/* 0x222 */ Vec3s morphTable[OBJECT_MK_LIMB_MAX];
/* 0x1D4 */ Vec3s jointTable[MARINE_RESEARCHER_LIMB_MAX];
/* 0x222 */ Vec3s morphTable[MARINE_RESEARCHER_LIMB_MAX];
/* 0x270 */ Vec3s unk_270;
/* 0x276 */ s16 csIdList[2];
/* 0x27A */ u16 unk_27A;