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authorcadmic <cadmic24@gmail.com>2025-02-13 23:06:49 -0800
committerGitHub <noreply@github.com>2025-02-14 08:06:49 +0100
commitbbcdf22647a37bc29e0671149b2fb35c9e7745d8 (patch)
tree4846f9dc5cc3a63744eea1f4ec6fac12ee922c54 /src
parent46399145833eb2367946c72c1ed2088897658f4d (diff)
Identify some unaccounted and blob asset data (#1953)
* Identify some unaccounted and blob asset data * Add bug comments for flex skeleton weirdness * Use (SkeletonHeader*) cast instead of .sh * Fix vtx counts
Diffstat (limited to 'src')
-rw-r--r--src/overlays/actors/ovl_Boss_Va/z_boss_va.c4
-rw-r--r--src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c5
-rw-r--r--src/overlays/actors/ovl_En_Box/z_en_box.c4
-rw-r--r--src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c5
-rw-r--r--src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c5
5 files changed, 15 insertions, 8 deletions
diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
index 77a338f09..01e764b51 100644
--- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
+++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
@@ -630,7 +630,9 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
break;
default:
this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
- SkelAnime_Init(play, &this->skelAnime, &gBarinadeBariSkel, &gBarinadeBariAnim, NULL, NULL, 0);
+ //! @bug Flex skeleton is used as normal skeleton
+ SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gBarinadeBariSkel, &gBarinadeBariAnim, NULL, NULL,
+ 0);
this->actor.shape.yOffset = 400.0f;
break;
case BOSSVA_DOOR:
diff --git a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
index 51237a88e..cab53df6a 100644
--- a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
+++ b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
@@ -167,7 +167,7 @@ void DemoIk_MoveToStartPos(DemoIk* this, PlayState* play, s32 cueChannel) {
void DemoIk_Type1Init(DemoIk* this, PlayState* play) {
s32 pad[3];
- SkeletonHeader* skeleton;
+ FlexSkeletonHeader* skeleton;
AnimationHeader* animation;
f32 phi_f0;
@@ -189,7 +189,8 @@ void DemoIk_Type1Init(DemoIk* this, PlayState* play) {
// No break is required for matching
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, phi_f0);
- SkelAnime_Init(play, &this->skelAnime, skeleton, NULL, this->jointTable, this->morphTable, 2);
+ //! @bug Flex skeleton is used as normal skeleton
+ SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)skeleton, NULL, this->jointTable, this->morphTable, 2);
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_ONCE, 0.0f);
}
diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c
index 1e1e2271f..1ecc77193 100644
--- a/src/overlays/actors/ovl_En_Box/z_en_box.c
+++ b/src/overlays/actors/ovl_En_Box/z_en_box.c
@@ -188,7 +188,9 @@ void EnBox_Init(Actor* thisx, PlayState* play2) {
this->dyna.actor.world.rot.y += 0x8000;
this->dyna.actor.home.rot.z = this->dyna.actor.world.rot.z = this->dyna.actor.shape.rot.z = 0;
- SkelAnime_Init(play, &this->skelanime, &gTreasureChestSkel, anim, this->jointTable, this->morphTable, 5);
+ //! @bug Flex skeleton is used as normal skeleton
+ SkelAnime_Init(play, &this->skelanime, (SkeletonHeader*)&gTreasureChestSkel, anim, this->jointTable,
+ this->morphTable, 5);
Animation_Change(&this->skelanime, anim, 1.5f, animFrameStart, endFrame, ANIMMODE_ONCE, 0.0f);
switch (this->type) {
diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
index 6228b1c2f..5c18294fb 100644
--- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
+++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
@@ -196,8 +196,9 @@ void EnDntNomal_WaitForObject(EnDntNomal* this, PlayState* play) {
this->actor.gravity = -2.0f;
Actor_SetScale(&this->actor, 0.01f);
if (this->type == ENDNTNOMAL_TARGET) {
- SkelAnime_Init(play, &this->skelAnime, &gHintNutsSkel, &gHintNutsBurrowAnim, this->jointTable,
- this->morphTable, 10);
+ //! @bug Flex skeleton is used as normal skeleton
+ SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gHintNutsSkel, &gHintNutsBurrowAnim,
+ this->jointTable, this->morphTable, 10);
this->actor.draw = EnDntNomal_DrawTargetScrub;
} else {
SkelAnime_Init(play, &this->skelAnime, &gDntStageSkel, &gDntStageHideAnim, this->jointTable,
diff --git a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
index 94db22bdb..454f83c2d 100644
--- a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
+++ b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
@@ -85,8 +85,9 @@ void EnHintnuts_Init(Actor* thisx, PlayState* play) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
} else {
ActorShape_Init(&this->actor.shape, 0x0, ActorShadow_DrawCircle, 35.0f);
- SkelAnime_Init(play, &this->skelAnime, &gHintNutsSkel, &gHintNutsStandAnim, this->jointTable, this->morphTable,
- 10);
+ //! @bug Flex skeleton is used as normal skeleton
+ SkelAnime_Init(play, &this->skelAnime, (SkeletonHeader*)&gHintNutsSkel, &gHintNutsStandAnim, this->jointTable,
+ this->morphTable, 10);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);