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En_Ik OK (#821)
* 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
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@@ -2,16 +2,50 @@
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#define Z_EN_IK_H
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#include "global.h"
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#include "objects/object_ik/object_ik.h"
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struct EnIk;
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typedef void (*EnIkActionFunc)(struct EnIk*, PlayState*);
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#define IK_GET_ARMOR_TYPE(thisx) ((thisx)->params & 0xFF)
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typedef enum {
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/* 1 */ IK_TYPE_SILVER = 1,
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/* 2 */ IK_TYPE_BLACK,
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/* 3 */ IK_TYPE_WHITE
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} EnIkType;
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typedef struct {
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/* 0x00 */ Gfx* dList;
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/* 0x04 */ Vec3f pos;
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/* 0x10 */ Vec3f vel;
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/* 0x1C */ Vec3s rot;
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/* 0x24 */ s32 enabled;
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} IronKnuckleEffect; // size = 0x28
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typedef struct EnIk {
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/* 0x000 */ Actor actor;
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/* 0x144 */ char unk_144[0x1AC];
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/* 0x2F0 */ EnIkActionFunc actionFunc;
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/* 0x2F4 */ char unk_2F4[0x374];
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/* 0x0000 */ Actor actor;
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/* 0x0144 */ SkelAnime skelAnime;
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/* 0x0188 */ Vec3s jointTable[IRON_KNUCKLE_LIMB_MAX];
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/* 0x023C */ Vec3s morphTable[IRON_KNUCKLE_LIMB_MAX];
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/* 0x02F0 */ EnIkActionFunc actionFunc;
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/* 0x02F4 */ u8 drawArmorFlags; // Value is 0 when Iron knuckle has armor, then changes to 5 for when armor is lost
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/* 0x02F5 */ u8 drawDmgEffType;
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/* 0x02F6 */ s16 timer;
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/* 0x02F8 */ s16 blurEffectSpawnLock;
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/* 0x02FA */ s16 subCamId;
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/* 0x02FC */ s16 invincibilityFrames;
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/* 0x0300 */ s32 effectIndex;
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/* 0x0304 */ f32 drawDmgEffAlpha;
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/* 0x0308 */ f32 drawDmgEffScale;
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/* 0x030C */ f32 drawDmgEffFrozenSteamScale;
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/* 0x0310 */ Vec3f limbPos[13];
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/* 0x03AC */ ColliderCylinder colliderCylinder;
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/* 0x03F8 */ ColliderQuad colliderQuad;
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/* 0x0478 */ ColliderTris colliderTris;
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/* 0x0498 */ ColliderTrisElement shieldColliderItems[2];
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/* 0x0550 */ IronKnuckleEffect effects[7];
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} EnIk; // size = 0x668
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extern const ActorInit En_Ik_InitVars;
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