EnBigokuta OK and documented + object_bigokuta documented (#563)

* EnBigokuta like half matched

* match all but 2 functions

* match all the functions

* import data

* name object stuff

* use new object symbols, do some documenting

* fix name of headUndersideTex

* name some struct members

* finish documenting

* Address comments

spacing, unkFunc comments, temp names, remove parens, reorder pads,
data formatting, limb enum

* address comments

* move empty line

* change the ARRAY_COUNT
This commit is contained in:
LtPeriwinkle
2022-01-30 16:37:39 -03:00
committed by GitHub
parent 7879b49785
commit af26d4edac
6 changed files with 730 additions and 141 deletions
File diff suppressed because it is too large Load Diff
@@ -6,12 +6,53 @@
struct EnBigokuta;
typedef void (*EnBigokutaActionFunc)(struct EnBigokuta*, GlobalContext*);
typedef void (*EnBigokutaUnkFunc)(GlobalContext*, struct EnBigokuta*);
typedef enum {
/* 00 */ BIGOKUTA_LIMB_NONE,
/* 01 */ BIGOKUTA_LIMB_BODY,
/* 02 */ BIGOKUTA_LIMB_ARM_BASE_RIGHT_FRONT,
/* 03 */ BIGOKUTA_LIMB_ARM_END_RIGHT_FRONT,
/* 04 */ BIGOKUTA_LIMB_ARM_BASE_LEFT_FRONT,
/* 05 */ BIGOKUTA_LIMB_ARM_END_LEFT_FRONT,
/* 06 */ BIGOKUTA_LIMB_ARM_BASE_RIGHT_BACK,
/* 07 */ BIGOKUTA_LIMB_ARM_END_RIGHT_BACK,
/* 08 */ BIGOKUTA_LIMB_ARM_BASE_LEFT_BACK,
/* 09 */ BIGOKUTA_LIMB_ARM_END_LEFT_BACK,
/* 10 */ BIGOKUTA_LIMB_HEAD,
/* 11 */ BIGOKUTA_LIMB_TENTACLE_BASE_LEFT,
/* 12 */ BIGOKUTA_LIMB_TENTACLE_TIP_LEFT,
/* 13 */ BIGOKUTA_LIMB_TENTACLE_BASE_RIGHT,
/* 14 */ BIGOKUTA_LIMB_TENTACLE_TIP_RIGHT,
/* 15 */ BIGOKUTA_LIMB_WEAK_POINT_LEFT,
/* 16 */ BIGOKUTA_LIMB_WEAK_POINT_RIGHT,
/* 17 */ BIGOKUTA_LIMB_SNOUT_CENTER,
/* 18 */ BIGOKUTA_LIMB_SNOUT_RIGHT,
/* 19 */ BIGOKUTA_LIMB_SNOUT_LEFT,
/* 20 */ BIGOKUTA_LIMB_MAX
} ObjectBigokutaLimbs;
typedef struct EnBigokuta {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x48];
/* 0x0144 */ EnBigokutaUnkFunc unkFunc; // possibly something to do with photographing
/* 0x0148 */ SkelAnime skelAnime;
/* 0x018C */ EnBigokutaActionFunc actionFunc;
/* 0x0190 */ char unk_190[0x268];
/* 0x0190 */ u8 drawEffect;
/* 0x0192 */ s16 timer;
/* 0x0194 */ s16 camId;
/* 0x0196 */ s16 cutscene;
/* 0x0198 */ Vec3s jointTable[BIGOKUTA_LIMB_MAX];
/* 0x0210 */ Vec3s morphTable[BIGOKUTA_LIMB_MAX];
/* 0x0288 */ f32 drawEffectAlpha;
/* 0x028C */ f32 drawEffectScale;
/* 0x0290 */ f32 drawEffectSteamScale; // only affects DRAWEFFECT_ICE
/* 0x0294 */ Vec3f playerPos;
/* 0x02A0 */ Vec3f playerHoldPos;
/* 0x02AC */ Vec3f camAt;
/* 0x02B8 */ Vec3f camEye;
/* 0x02C4 */ Vec3f limbPos[13];
/* 0x0360 */ ColliderCylinder shellCollider;
/* 0x03AC */ ColliderCylinder bodyCollider;
} EnBigokuta; // size = 0x3F8
extern const ActorInit En_Bigokuta_InitVars;