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
This commit is contained in:
Derek Hensley
2022-02-13 18:10:56 -08:00
committed by GitHub
parent 01ca078226
commit 6e62ae4075
69 changed files with 1390 additions and 1058 deletions
+1 -1
View File
@@ -397,7 +397,7 @@ An actor with SkelAnime has three structs in the Actor struct that handle it: on
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`),
```C
void SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
```
we can read off the types of the various arguments:
- The `SkelAnime` struct is at `this + 0x144`