Removed hardcoded skeleton types in actor draw code. (#2979)
* Initial PAL 1.1 support * Misc fixes * Updated game to remove hardcoded skeleton types when rendering * Fixed weird rebase issue * Replaced remaining skeleton calls * lus submodule fix * Remove OTRGui
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@@ -1257,6 +1257,8 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg,
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s32 dListIndex);
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void SkelAnime_DrawSkeletonOpa(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
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PostLimbDrawOpa postLimbDraw, void* arg);
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void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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@@ -16,6 +16,10 @@ struct SkelAnime;
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#define ANIM_FLAG_UPDATEY (1 << 1)
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#define ANIM_FLAG_NOMOVE (1 << 4)
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#define SKELANIME_TYPE_NORMAL 0
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#define SKELANIME_TYPE_FLEX 1
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#define SKELANIME_TYPE_CURVE 2
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typedef enum {
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/* 0 */ ANIMMODE_LOOP,
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/* 1 */ ANIMMODE_LOOP_INTERP,
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@@ -57,6 +61,7 @@ typedef struct LegacyLimb {
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typedef struct {
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/* 0x00 */ void** segment;
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/* 0x04 */ u8 limbCount;
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u8 skeletonType;
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} SkeletonHeader; // size = 0x8
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// Model has limbs with flexible meshes
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@@ -261,6 +266,7 @@ typedef struct SkelAnime {
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/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
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/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
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/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
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SkeletonHeader* skeletonHeader;
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} SkelAnime; // size = 0x44
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#endif
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