* obj_tab

* obj_tab update

removed (actorfunc) and moved the LIMB enum

* object_tab update

* PR Review

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Wimmer
2024-06-12 02:59:53 +02:00
committed by GitHub
parent fdd3f17385
commit bd596f9869
2 changed files with 69 additions and 68 deletions
+9 -9
View File
@@ -85,8 +85,8 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
AnimationInfoS D_80BE1AD0[] = {
{ &object_tab_Anim_000758, 1.0f, 0, -1, 0, 0 },
{ &object_tab_Anim_0086AC, 1.0f, 0, -1, 0, 0 },
{ &gBartenIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &gBartenIdleBarCounterAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
};
Vec3f D_80BE1AF0 = { -28.0f, -8.0f, -195.0f };
@@ -99,11 +99,11 @@ Vec3s D_80BE1B10 = { 0, 0xC000, 0 };
Vec3f D_80BE1B18 = { 800.0f, 0.0f, 0.0f };
TexturePtr D_80BE1B24[] = {
object_tab_Tex_006428,
object_tab_Tex_006928,
object_tab_Tex_006D28,
object_tab_Tex_006928,
static TexturePtr sEyeTextures[] = {
gBartenEyeOpenTex,
gBartenEyeHalfOpenTex,
gBartenEyeClosedTex,
gBartenEyeHalfOpenTex,
};
Actor* EnTab_FindActor(EnTab* this, PlayState* play, u8 actorCategory, s16 actorId) {
@@ -497,7 +497,7 @@ void EnTab_Init(Actor* thisx, PlayState* play) {
EnTab* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_tab_Skel_007F78, NULL, this->jointTable, this->morphTable, 20);
SkelAnime_InitFlex(play, &this->skelAnime, &gBartenSkel, NULL, this->jointTable, this->morphTable, BARTEN_LIMB_MAX);
this->unk_32C = -1;
func_80BE05BC(this, 0);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
@@ -605,7 +605,7 @@ void EnTab_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80BE1B24[this->unk_31E]));
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->unk_31E]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnTab_OverrideLimbDraw, EnTab_PostLimbDraw,