This commit is contained in:
Nicholas Estelami 2024-04-07 17:29:00 -04:00 committed by GitHub
commit 882adea91a
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GPG Key ID: B5690EEEBB952194
29 changed files with 146 additions and 58 deletions

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@ -503,7 +503,7 @@ s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectId);
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type);
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type, bool isFlex);
void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne,
f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting);
void func_80033480(PlayState* play, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase,
@ -1259,6 +1259,8 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
s32 dListIndex);
void SkelAnime_DrawSkeletonOpa(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg);
Gfx* SkelAnime_DrawSkeleton2(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,

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@ -1405,6 +1405,10 @@ typedef struct PlayState {
/* 0x1242B */ u8 unk_1242B;
/* 0x1242C */ SceneTableEntry* loadedScene;
/* 0x12430 */ char unk_12430[0xE8];
Mtx** flexLimbOverrideMTX;
} PlayState; // size = 0x12518
typedef struct {

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@ -920,6 +920,8 @@ void DrawEnhancementsMenu() {
UIWidgets::Tooltip("Disables grottos rotating with the camera. To be used in conjunction with mods that want to replace grottos with 3D objects.");
UIWidgets::PaddedEnhancementCheckbox("Invisible Bunny Hood", "gHideBunnyHood", true, false);
UIWidgets::Tooltip("Turns Bunny Hood invisible while still maintaining its effects.");
UIWidgets::PaddedEnhancementCheckbox("Disable HUD Heart animations", "gNoHUDHeartAnimation", true, false);
UIWidgets::Tooltip("Disables the beating animation of the hearts on the HUD.");
ImGui::EndMenu();
}

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@ -3565,7 +3565,7 @@ void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s3
bodyBreak->prevLimbIndex = limbIndex;
}
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type) {
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type, bool isFlex) {
EnPart* spawnedEnPart;
MtxF* mtx;
s16 objBankIndex;
@ -3592,8 +3592,11 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw,
mtx->yw, mtx->zw, 0, 0, objBankIndex, type);
if (spawnedEnPart != NULL) {
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
if (spawnedEnPart != NULL)
{
if (!isFlex)
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
spawnedEnPart->displayList = bodyBreak->dLists[bodyBreak->count];
spawnedEnPart->actor.scale = actor->scale;
}

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@ -601,13 +601,24 @@ void HealthMeter_Draw(PlayState* play) {
{
Mtx* matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
Matrix_SetTranslateScaleMtx2(matrix,
HeartsScale+(HeartsScale/3) - ((HeartsScale/3) * sp144),
HeartsScale+(HeartsScale/3) - ((HeartsScale/3) * sp144),
HeartsScale+(HeartsScale/3) - ((HeartsScale/3) * sp144),
-130+offsetX, //Pos X
(-94+offsetY) *-1, //Pos Y
0.0f);
if (CVarGetInteger("gNoHUDHeartAnimation", 0)) {
Matrix_SetTranslateScaleMtx2(matrix,
HeartsScale, // Scale X
HeartsScale, // Scale Y
HeartsScale, // Scale Z
-130 + offsetX, // Pos X
(-94 + offsetY) * -1, // Pos Y
0.0f);
} else {
Matrix_SetTranslateScaleMtx2(matrix, HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
-130 + offsetX, // Pos X
(-94 + offsetY) * -1, // Pos Y
0.0f);
}
gSPMatrix(OVERLAY_DISP++, matrix, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, sp154, 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);

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@ -144,6 +144,8 @@ void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton,
newDList = limbDList = limb->dLists[lod];
play->flexLimbOverrideMTX = mtx;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
@ -212,6 +214,8 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
newDList = limbDList = rootLimb->dLists[lod];
play->flexLimbOverrideMTX = &mtx;
if ((overrideLimbDraw == 0) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
@ -298,6 +302,20 @@ void SkelAnime_DrawSkeletonOpa(PlayState* play, SkelAnime* skelAnime, OverrideLi
}
}
Gfx* SkelAnime_DrawSkeleton2(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg, Gfx* gfx)
{
if (skelAnime->skeletonHeader->skeletonType == SKELANIME_TYPE_NORMAL) {
return SkelAnime_Draw(play, skelAnime->skeleton, skelAnime->jointTable, overrideLimbDraw, postLimbDraw, arg, gfx);
} else if (skelAnime->skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX) {
FlexSkeletonHeader* flexHeader = (FlexSkeletonHeader*)skelAnime->skeletonHeader;
return SkelAnime_DrawFlex(play, skelAnime->skeleton, skelAnime->jointTable, flexHeader->dListCount,
overrideLimbDraw, postLimbDraw, arg, gfx);
}
return gfx;
}
/**
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
@ -375,6 +393,8 @@ void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton,
newDList = limbDList = limb->dList;
play->flexLimbOverrideMTX = limbMatricies;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {

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@ -1276,6 +1276,9 @@ s32 BossDodongo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
f32 mtxScaleY;
f32 mtxScaleZ;
BossDodongo* this = (BossDodongo*)thisx;
// required for matching
if ((limbIndex == 6) || (limbIndex == 7)) {
@ -1288,6 +1291,10 @@ block_1:
if (*dList != NULL) {
OPEN_DISPS(play->state.gfxCtx);
if (this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
MATRIX_TOMTX(*play->flexLimbOverrideMTX);
mtxScaleZ = 1.0f;
mtxScaleY = 1.0f;
@ -1308,12 +1315,21 @@ block_1:
Matrix_RotateX(-(this->unk_25C[limbIndex] * 0.115f), MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
gSPMatrix(POLY_OPA_DISP++, *play->flexLimbOverrideMTX, G_MTX_LOAD);
else
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
if (this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
(*play->flexLimbOverrideMTX)++;
CLOSE_DISPS(play->state.gfxCtx);
}
{ s32 pad; } // Required to match
return 1;

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@ -2014,13 +2014,25 @@ s32 BossGoma_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
Matrix_TranslateRotateZYX(pos, rot);
if (*dList != NULL) {
if (*dList != NULL)
{
if (this->skelanime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
MATRIX_TOMTX(*play->flexLimbOverrideMTX);
Matrix_Push();
Matrix_Scale(this->eyeIrisScaleX, this->eyeIrisScaleY, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->skelanime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
gSPMatrix(POLY_OPA_DISP++, *play->flexLimbOverrideMTX, G_MTX_LOAD);
else
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
if (this->skelanime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
(*play->flexLimbOverrideMTX)++;
}
doNotDrawLimb = true;
@ -2033,15 +2045,24 @@ s32 BossGoma_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
case BOSSGOMA_LIMB_TAIL1:
Matrix_TranslateRotateZYX(pos, rot);
if (*dList != NULL) {
if (*dList != NULL)
{
MATRIX_TOMTX(*play->flexLimbOverrideMTX);
Matrix_Push();
Matrix_Scale(this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4],
this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4],
this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4], MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
//gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
//G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_OPA_DISP++, *play->flexLimbOverrideMTX, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
(*play->flexLimbOverrideMTX)++;
}
doNotDrawLimb = true;

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@ -1055,7 +1055,7 @@ void DoorWarp1_DrawBlueCrystal(DoorWarp1* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (u8)this->crystalAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (u8)this->crystalAlpha);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, NULL,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime, NULL, NULL,
&this->actor, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
@ -1079,7 +1079,7 @@ void DoorWarp1_DrawPurpleCrystal(DoorWarp1* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)this->crystalAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 0, 100, (u8)this->crystalAlpha);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, NULL,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime, NULL, NULL,
&this->actor, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);

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@ -491,7 +491,8 @@ void EnBb_Death(EnBb* this, PlayState* play) {
enpartType = 11;
}
if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, enpartType)) {
if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, enpartType,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
return;
}
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xD0);

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@ -768,7 +768,7 @@ void EnBili_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x09, D_809C1700);
}
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnBili_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -947,7 +947,7 @@ void EnBox_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gSPSegment(POLY_OPA_DISP++, 0x08, EnBox_EmptyDList(play->state.gfxCtx));
Gfx_SetupDL_25Opa(play->state.gfxCtx);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable, NULL,
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelanime, NULL,
EnBox_PostLimbDraw, this, POLY_OPA_DISP);
} else if (this->alpha != 0) {
gDPPipeSync(POLY_XLU_DISP++);
@ -958,7 +958,7 @@ void EnBox_Draw(Actor* thisx, PlayState* play) {
} else {
gSPSegment(POLY_XLU_DISP++, 0x08, func_809CA4A0(play->state.gfxCtx));
}
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable, NULL,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelanime, NULL,
EnBox_PostLimbDraw, this, POLY_XLU_DISP);
}

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@ -856,7 +856,7 @@ void EnBw_Draw(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnBw_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@ -864,7 +864,7 @@ void EnBw_Draw(Actor* thisx, PlayState* play2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->color1.a);
gDPSetEnvColor(POLY_XLU_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnBw_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
}

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@ -708,14 +708,14 @@ void EnEiyer_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable,
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelanime,
EnEiyer_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, D_80116280);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->actor.shape.shadowAlpha);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelanime,
EnEiyer_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
}
CLOSE_DISPS(play->state.gfxCtx);

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@ -1540,7 +1540,7 @@ void EnElf_Draw(Actor* thisx, PlayState* play) {
gSPEndDisplayList(dListHead++);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)this->outerColor.r, (u8)this->outerColor.g, (u8)this->outerColor.b,
(u8)(envAlpha * alphaScale));
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnElf_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);

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@ -837,8 +837,9 @@ void EnFirefly_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
}
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnFirefly_OverrideLimbDraw, EnFirefly_PostLimbDraw, &this->actor, POLY_OPA_DISP);
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime, EnFirefly_OverrideLimbDraw, EnFirefly_PostLimbDraw,
&this->actor, POLY_OPA_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -854,7 +855,7 @@ void EnFirefly_DrawInvisible(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, 255);
}
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnFirefly_OverrideLimbDraw, EnFirefly_PostLimbDraw, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -617,7 +617,8 @@ void func_80A75790(EnIk* this) {
void func_80A758B0(EnIk* this, PlayState* play) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 4)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 4,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
this->bodyBreak.val = BODYBREAK_STATUS_FINISHED;
}
if (SkelAnime_Update(&this->skelAnime)) {

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@ -858,7 +858,7 @@ void EnPartner_Draw(Actor* thisx, PlayState* play) {
gSPEndDisplayList(dListHead++);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)this->outerColor.r, (u8)this->outerColor.g, (u8)this->outerColor.b,
(u8)(envAlpha * alphaScale));
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPartner_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);

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@ -267,7 +267,7 @@ void EnPoDesert_Draw(Actor* thisx, PlayState* play) {
} else {
gSPSegment(POLY_XLU_DISP++, 0x0C, D_80116280 + 2);
}
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoDesert_OverrideLimbDraw, EnPoDesert_PostLimbDraw, &this->actor, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -944,15 +944,14 @@ void EnPoField_Draw(Actor* thisx, PlayState* play) {
this->lightColor.a));
gSPSegment(POLY_OPA_DISP++, 0x0C, D_80116280 + 2);
POLY_OPA_DISP =
SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoField_OverrideLimbDraw2, EnPoField_PostLimDraw2, &this->actor, POLY_OPA_DISP);
} else {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_EnvColor(play->state.gfxCtx, this->lightColor.r, this->lightColor.g, this->lightColor.b,
this->lightColor.a));
gSPSegment(POLY_XLU_DISP++, 0x0C, D_80116280);
POLY_XLU_DISP =
SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoField_OverrideLimbDraw2, EnPoField_PostLimDraw2, &this->actor, POLY_XLU_DISP);
}
gDPPipeSync(POLY_OPA_DISP++);

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@ -1373,14 +1373,12 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
if (this->unk_22E.a == 255 || this->unk_22E.a == 0) {
gDPSetEnvColor(POLY_OPA_DISP++, this->unk_22E.r, this->unk_22E.g, this->unk_22E.b, this->unk_22E.a);
gSPSegment(POLY_OPA_DISP++, 0x09, D_80116280 + 2);
POLY_OPA_DISP =
SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_OPA_DISP);
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime, EnPoSisters_OverrideLimbDraw,
EnPoSisters_PostLimbDraw, &this->actor, POLY_OPA_DISP);
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->unk_22E.a);
gSPSegment(POLY_XLU_DISP++, 0x09, D_80116280);
POLY_XLU_DISP =
SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_XLU_DISP);
}
if (!(this->unk_199 & 0x80)) {

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@ -1085,12 +1085,12 @@ void EnPoh_DrawRegular(Actor* thisx, PlayState* play) {
if (this->lightColor.a == 255 || this->lightColor.a == 0) {
gDPSetEnvColor(POLY_OPA_DISP++, this->lightColor.r, this->lightColor.g, this->lightColor.b, this->lightColor.a);
gSPSegment(POLY_OPA_DISP++, 0x08, D_80116280 + 2);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoh_OverrideLimbDraw, EnPoh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->lightColor.a);
gSPSegment(POLY_XLU_DISP++, 0x08, D_80116280);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnPoh_OverrideLimbDraw, EnPoh_PostLimbDraw, &this->actor, POLY_XLU_DISP);
}
gDPPipeSync(POLY_OPA_DISP++);

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@ -451,7 +451,8 @@ void EnSb_Update(Actor* thisx, PlayState* play) {
} else {
this->actor.params = 1;
}
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
if (!this->hitByWindArrow) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x80);
} else {

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@ -384,7 +384,9 @@ void func_80AFD6CC(EnSkb* this, PlayState* play) {
u8* new_var;
new_var = &this->unk_283;
if ((this->unk_283 != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) {
if ((this->unk_283 != 1) ||
BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
if ((*new_var) != 0) {
this->unk_283 = (*new_var) | 2;
}
@ -421,7 +423,8 @@ void func_80AFD7B4(EnSkb* this, PlayState* play) {
}
void func_80AFD880(EnSkb* this, PlayState* play) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
if (this->actor.scale.x == 0.01f) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x10);
} else if (this->actor.scale.x <= 0.015f) {

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@ -1504,7 +1504,8 @@ void func_80862E6C(EnTest* this, PlayState* play) {
this->actor.home.rot.x = this->bodyBreak.count;
}
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 8)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 8,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
this->actor.child = &this->actor;
}
} else {
@ -1630,7 +1631,8 @@ void EnTest_Rise(EnTest* this, PlayState* play) {
void func_808633E8(EnTest* this, PlayState* play) {
this->actor.params = STALFOS_TYPE_1;
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xD0);
if (this->actor.parent != NULL) {

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@ -764,7 +764,8 @@ void EnTite_DeathCry(EnTite* this, PlayState* play) {
* Spawn EnPart and drop items
*/
void EnTite_FallApart(EnTite* this, PlayState* play) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 0xB)) {
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 0xB,
this->skelAnime.skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)) {
if (this->actor.params == TEKTITE_BLUE) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xE0);
} else {

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@ -814,7 +814,7 @@ void EnVali_Draw(Actor* thisx, PlayState* play) {
EnVali_DrawBody(this, play);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnVali_OverrideLimbDraw, EnVali_PostLimbDraw, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);

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@ -624,6 +624,8 @@ void EnWeiyer_Update(Actor* thisx, PlayState* play) {
s32 EnWeiyer_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
return 0;
if (limbIndex == 1) {
pos->z += 2000.0f;
}
@ -640,13 +642,13 @@ void EnWeiyer_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnWeiyer_OverrideLimbDraw, NULL, &this->actor, POLY_OPA_DISP);
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime, EnWeiyer_OverrideLimbDraw, NULL, &this->actor, POLY_OPA_DISP);
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->actor.shape.shadowAlpha);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnWeiyer_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
}

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@ -2252,7 +2252,7 @@ void EnZf_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_OPA_DISP++, 0x09, &D_80116280[2]);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_OPA_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnZf_OverrideLimbDraw, EnZf_PostLimbDraw, this, POLY_OPA_DISP);
if (this->iceTimer != 0) {
@ -2271,7 +2271,7 @@ void EnZf_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_XLU_DISP++, 0x09, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
POLY_XLU_DISP = SkelAnime_DrawSkeleton2(play, &this->skelAnime,
EnZf_OverrideLimbDraw, EnZf_PostLimbDraw, this, POLY_XLU_DISP);
}
CLOSE_DISPS(play->state.gfxCtx);