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https://github.com/zeldaret/oot
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skelanime update wip
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+3
-3
@@ -1144,12 +1144,12 @@ void Scene_Draw(GlobalContext* globalCtx);
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex);
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 limbCount,
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex);
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor);
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void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 limbCount,
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void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor);
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s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg);
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@@ -1159,7 +1159,7 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorD
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Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
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Actor* actor, Gfx* gfx);
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void func_800A2E70(s32, Vec3s*, Vec3s*, Vec3s*, f32);
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void SkelAnime_InterpolateRotation(s32, Vec3s*, Vec3s*, Vec3s*, f32);
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void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx);
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void func_800A32F4(GlobalContext* globalCtx);
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void func_800A3310(GlobalContext* globalCtx);
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@@ -152,7 +152,7 @@ struct SkelAnime {
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};
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/* 0x0C */ f32 initialFrame;
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/* 0x10 */ f32 animFrameCount; // ending frame?
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/* 0x14 */ f32 unk_14; // Loop frame?
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/* 0x14 */ f32 totalFrames; // Loop frame?
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/* 0x18 */ f32 animCurrentFrame;
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/* 0x1C */ f32 animPlaybackSpeed;
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/* 0x20 */ Vec3s* actorDrawTbl; // now_joint
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