Custom Skeleton Fixes for various bosses and enemies (#3436)
* Skeleton Fixes for various bosses and enemies * cleanup * revert breakpart changes --------- Co-authored-by: Adam Bird <archez39@me.com>
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@@ -1259,6 +1259,8 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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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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Gfx* SkelAnime_DrawSkeleton2(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
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PostLimbDrawOpa postLimbDraw, void* arg, Gfx* gfx);
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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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@@ -1405,6 +1405,8 @@ typedef struct PlayState {
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/* 0x1242B */ u8 unk_1242B;
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/* 0x1242C */ SceneTableEntry* loadedScene;
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/* 0x12430 */ char unk_12430[0xE8];
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// SOH [Custom Models] MTX tracker for flex based skeletons
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Mtx** flexLimbOverrideMTX;
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} PlayState; // size = 0x12518
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typedef struct {
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