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SubS Animations and LimbRotTables (#624)
* Bring over the matching code, rename struct vars to be consistent, and move animation structs to z64animation.h * Clean up function prototypes * Format and some stack var renames * Update tutorial * Rename animation structs * Rename SubS functions * Rename Actor function * Rename arg names * Bring over code for func_8013D9C8 * Rename and cleanup * Some more cleanup * Small cleanup * Animmode enum * Adjust actorfixer * More uses of animmode enum, as well as fixing typo * Change hex 0xD to 13 * typo * Fix merge * Format * Fix merge * Actorfixer * Format
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@@ -397,7 +397,7 @@ An actor with SkelAnime has three structs in the Actor struct that handle it: on
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There are two different sorts of SkelAnime, although for decompilation purposes there is not much difference between them. Looking at the prototype of `SkelAnime_InitFlex` from `functions.h` (or even the definition in `z_skelanime.c`),
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```C
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void SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationSeg, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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```
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we can read off the types of the various arguments:
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- The `SkelAnime` struct is at `this + 0x144`
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