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obj_tab (#1495)
* 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>
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@@ -85,8 +85,8 @@ static ColliderCylinderInit sCylinderInit = {
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static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
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AnimationInfoS D_80BE1AD0[] = {
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{ &object_tab_Anim_000758, 1.0f, 0, -1, 0, 0 },
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{ &object_tab_Anim_0086AC, 1.0f, 0, -1, 0, 0 },
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{ &gBartenIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &gBartenIdleBarCounterAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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};
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Vec3f D_80BE1AF0 = { -28.0f, -8.0f, -195.0f };
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@@ -99,11 +99,11 @@ Vec3s D_80BE1B10 = { 0, 0xC000, 0 };
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Vec3f D_80BE1B18 = { 800.0f, 0.0f, 0.0f };
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TexturePtr D_80BE1B24[] = {
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object_tab_Tex_006428,
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object_tab_Tex_006928,
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object_tab_Tex_006D28,
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object_tab_Tex_006928,
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static TexturePtr sEyeTextures[] = {
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gBartenEyeOpenTex,
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gBartenEyeHalfOpenTex,
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gBartenEyeClosedTex,
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gBartenEyeHalfOpenTex,
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};
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Actor* EnTab_FindActor(EnTab* this, PlayState* play, u8 actorCategory, s16 actorId) {
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@@ -497,7 +497,7 @@ void EnTab_Init(Actor* thisx, PlayState* play) {
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EnTab* this = THIS;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &object_tab_Skel_007F78, NULL, this->jointTable, this->morphTable, 20);
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SkelAnime_InitFlex(play, &this->skelAnime, &gBartenSkel, NULL, this->jointTable, this->morphTable, BARTEN_LIMB_MAX);
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this->unk_32C = -1;
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func_80BE05BC(this, 0);
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Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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@@ -605,7 +605,7 @@ void EnTab_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80BE1B24[this->unk_31E]));
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->unk_31E]));
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SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, EnTab_OverrideLimbDraw, EnTab_PostLimbDraw,
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