* starting en_ik

* updating and more matching funcs

* matched more functions and ran format.sh

* matched another, started on init

* updating things with master, and more matches

* another function down

* some more progress

* some documenting

* master merge

* maybe some progress?

* one more func left

* IK OK

* inital cleanup passthrough

* fixing warnings and formatting

* some cleanup

* touch up

* more docs

* doin dat dere docs

* actorfixer

* finishing function names

* initial round of fixes

* format

* Naming things

* namefixer

* review comments pt2

* comment updates

* PR Feedback

* forgot a format

* naming enum

* more fixes

* minor fix

* minor fix

* format

* fixes for daaays

* for some reason these keep showing up?

* fixing blob

* names

* fixes

* naming things...can't discern the last ones...

* updating TLUT and names

* formating and fisxes

* fixing func name

* naming effect variable

* name fixer, and renaming variable

* Fixing xml

* forgot to fix name
This commit is contained in:
Parker Burnett
2022-07-17 20:19:11 -07:00
committed by GitHub
parent 03a7e00c4b
commit 356fde3045
6 changed files with 1177 additions and 308 deletions
File diff suppressed because it is too large Load Diff
+38 -4
View File
@@ -2,16 +2,50 @@
#define Z_EN_IK_H
#include "global.h"
#include "objects/object_ik/object_ik.h"
struct EnIk;
typedef void (*EnIkActionFunc)(struct EnIk*, PlayState*);
#define IK_GET_ARMOR_TYPE(thisx) ((thisx)->params & 0xFF)
typedef enum {
/* 1 */ IK_TYPE_SILVER = 1,
/* 2 */ IK_TYPE_BLACK,
/* 3 */ IK_TYPE_WHITE
} EnIkType;
typedef struct {
/* 0x00 */ Gfx* dList;
/* 0x04 */ Vec3f pos;
/* 0x10 */ Vec3f vel;
/* 0x1C */ Vec3s rot;
/* 0x24 */ s32 enabled;
} IronKnuckleEffect; // size = 0x28
typedef struct EnIk {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x1AC];
/* 0x2F0 */ EnIkActionFunc actionFunc;
/* 0x2F4 */ char unk_2F4[0x374];
/* 0x0000 */ Actor actor;
/* 0x0144 */ SkelAnime skelAnime;
/* 0x0188 */ Vec3s jointTable[IRON_KNUCKLE_LIMB_MAX];
/* 0x023C */ Vec3s morphTable[IRON_KNUCKLE_LIMB_MAX];
/* 0x02F0 */ EnIkActionFunc actionFunc;
/* 0x02F4 */ u8 drawArmorFlags; // Value is 0 when Iron knuckle has armor, then changes to 5 for when armor is lost
/* 0x02F5 */ u8 drawDmgEffType;
/* 0x02F6 */ s16 timer;
/* 0x02F8 */ s16 blurEffectSpawnLock;
/* 0x02FA */ s16 subCamId;
/* 0x02FC */ s16 invincibilityFrames;
/* 0x0300 */ s32 effectIndex;
/* 0x0304 */ f32 drawDmgEffAlpha;
/* 0x0308 */ f32 drawDmgEffScale;
/* 0x030C */ f32 drawDmgEffFrozenSteamScale;
/* 0x0310 */ Vec3f limbPos[13];
/* 0x03AC */ ColliderCylinder colliderCylinder;
/* 0x03F8 */ ColliderQuad colliderQuad;
/* 0x0478 */ ColliderTris colliderTris;
/* 0x0498 */ ColliderTrisElement shieldColliderItems[2];
/* 0x0550 */ IronKnuckleEffect effects[7];
} EnIk; // size = 0x668
extern const ActorInit En_Ik_InitVars;