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https://github.com/zeldaret/oot
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Some cleanup and docs for z_skelanime (#601)
* docs and enums * bgcheck merge Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
+26
-21
@@ -738,8 +738,8 @@ s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 a
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s16 timer3);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0,
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void* data1, s16 data2, s16 data3, UNK_TYPE arg6);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
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UNK_TYPE arg6);
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s16 func_8005B1A4(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void func_8005B280(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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@@ -1292,7 +1292,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable
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PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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void SkelAnime_InterpVec3s(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(GlobalContext* globalCtx);
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void AnimationContext_DisableQueue(GlobalContext* globalCtx);
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@@ -1305,29 +1305,31 @@ void AnimationContext_SetCopyFalse(GlobalContext* globalCtx, s32 vecCount, Vec3s
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void AnimationContext_SetMoveActor(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_Update(GlobalContext* globalCtx, AnimationContext* animationCtx);
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void SkelAnime_InitLink(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* segment, s32 initFlags, Vec3s* jointTable, Vec3s* morphTable,
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LinkAnimationHeader* animation, s32 initFlags, Vec3s* jointTable, Vec3s* morphTable,
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s32 limbCount);
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 LinkAnimation_Update(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void LinkAnimation_AnimateFrame(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void Animation_SetMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 morphFrames);
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void LinkAnimation_Change(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 playSpeed,
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void LinkAnimation_Change(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void LinkAnimation_PlayOnce(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment);
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void LinkAnimation_PlayOnceSetSpeed(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
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void LinkAnimation_PlayOnce(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayOnceSetSpeed(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_PlayLoop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment);
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void LinkAnimation_PlayLoopSetSpeed(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
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void LinkAnimation_PlayLoop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayLoopSetSpeed(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_CopyJointToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void LinkAnimation_CopyMorphToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void LinkAnimation_LoadToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame);
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void LinkAnimation_LoadToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame);
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void LinkAnimation_LoadToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 frame);
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void LinkAnimation_LoadToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 frame);
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void LinkAnimation_InterpJointMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame);
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void LinkAnimation_BlendToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment1,
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f32 frame1, LinkAnimationHeader* segment2, f32 frame2, f32 weight, Vec3s* blendTable);
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void LinkAnimation_BlendToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment1,
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f32 frame1, LinkAnimationHeader* segment2, f32 frame2, f32 weight, Vec3s* blendTable);
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void LinkAnimation_BlendToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 weight, Vec3s* blendTable);
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void LinkAnimation_BlendToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 weight, Vec3s* blendTable);
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void LinkAnimation_EndLoop(SkelAnime* skelAnime);
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s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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s32 SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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@@ -1349,22 +1351,25 @@ void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void SkelAnime_CopyVec3sTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlags);
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void SkelAnime_CopyVec3sFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* pos, s16 angle);
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx);
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void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void func_800A57C0(MtxF* mtx, Struct_800A57C0* arg1, Struct_800A598C* arg2, Vtx* arg3, Vec3f* arg4);
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void func_800A598C(GraphicsContext* gfxCtx, PSkinAwb* skin, s32 limbIndex, s32 arg3);
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void func_800A5E28(GraphicsContext* gfxCtx, PSkinAwb* skin, s32 limbIndex, s32 arg3, s32 arg4);
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void func_800A5F60(GraphicsContext* gfxCtx, PSkinAwb* skin, s32 limbIndex, Gfx* arg3, s32 arg4);
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void func_800A60D8(Actor* actor, GlobalContext* globalCtx, PSkinAwb* skin, SkinCallback callback, SkinCallback2 arg4, s32 arg5, s32 arg6, s32 arg7);
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void func_800A60D8(Actor* actor, GlobalContext* globalCtx, PSkinAwb* skin, SkinCallback callback, SkinCallback2 arg4,
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s32 arg5, s32 arg6, s32 arg7);
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void func_800A6330(Actor* actor, GlobalContext* globalCtx, PSkinAwb* skin, SkinCallback callback, s32 arg4);
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void func_800A63CC(Actor* actor, GlobalContext* globalCtx, PSkinAwb* skin, SkinCallback callback, SkinCallback2 arg4, s32 arg5, s32 arg6, s32 arg7);
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void func_800A63CC(Actor* actor, GlobalContext* globalCtx, PSkinAwb* skin, SkinCallback callback, SkinCallback2 arg4,
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s32 arg5, s32 arg6, s32 arg7);
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void func_800A6408(PSkinAwb* skin, s32 joint, Vec3f* arg2, Vec3f* arg3);
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void func_800A6460(GlobalContext* globalCtx, PSkinAwb* skin, s32 arg2);
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void func_800A663C(GlobalContext* globalCtx, PSkinAwb* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
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void func_800A663C(GlobalContext* globalCtx, PSkinAwb* skin, SkeletonHeader* skeletonHeader,
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AnimationHeader* animationHeader);
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void func_800A6888(GlobalContext* globalCtx, PSkinAwb* skin);
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s32 func_800A698C(PSkinAwb* skin, SkinLimb** limbs, Mtx* arg2, u8 arg3, u8 arg4);
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s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3);
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