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Document object_bob (#1656)
* Document object_bob * Better prefix for object_cne * object_bba better prefix
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@ -2,81 +2,81 @@
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<!-- Object for Bomb Shop Lady -->
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<File Name="object_bba" Segment="6">
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<!-- DLists -->
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<DList Name="gBbaUpperLegsDL" Offset="0x2A80" />
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<DList Name="gBbaRightHandDL" Offset="0x2B70" />
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<DList Name="gBbaRightForearmDL" Offset="0x2D88" />
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<DList Name="gBbaRightUpperArmDL" Offset="0x2E90" />
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<DList Name="gBbaLeftHandDL" Offset="0x2FA0" />
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<DList Name="gBbaLeftForearmDL" Offset="0x31B8" />
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<DList Name="gBbaLeftUpperArmDL" Offset="0x32C0" />
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<DList Name="gBbaTorsoDL" Offset="0x33D0" />
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<DList Name="gBbaBagDL" Offset="0x3618" />
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<DList Name="gBbaNeckDL" Offset="0x3760" />
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<DList Name="gBbaHeadDL" Offset="0x3968" />
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<DList Name="gBbaMiddleLegsDL" Offset="0x3F68" />
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<DList Name="gBbaLowerLegsDL" Offset="0x4078" />
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<DList Name="gBbaFeetDL" Offset="0x4180" />
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<DList Name="gBombShopLadyUpperLegsDL" Offset="0x2A80" />
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<DList Name="gBombShopLadyRightHandDL" Offset="0x2B70" />
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<DList Name="gBombShopLadyRightForearmDL" Offset="0x2D88" />
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<DList Name="gBombShopLadyRightUpperArmDL" Offset="0x2E90" />
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<DList Name="gBombShopLadyLeftHandDL" Offset="0x2FA0" />
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<DList Name="gBombShopLadyLeftForearmDL" Offset="0x31B8" />
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<DList Name="gBombShopLadyLeftUpperArmDL" Offset="0x32C0" />
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<DList Name="gBombShopLadyTorsoDL" Offset="0x33D0" />
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<DList Name="gBombShopLadyBagDL" Offset="0x3618" />
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<DList Name="gBombShopLadyNeckDL" Offset="0x3760" />
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<DList Name="gBombShopLadyHeadDL" Offset="0x3968" />
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<DList Name="gBombShopLadyMiddleLegsDL" Offset="0x3F68" />
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<DList Name="gBombShopLadyLowerLegsDL" Offset="0x4078" />
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<DList Name="gBombShopLadyFeetDL" Offset="0x4180" />
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<!-- Animations -->
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<Animation Name="gBbaSwayAnim" Offset="0x4910" /> <!-- Original name is "sb_ending" -->
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<Animation Name="gBbaKnockedOverAnim" Offset="0x5154" /> <!-- Original name is "sb_taore" ("to fall (over, down); to collapse; to take a fall") -->
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<Animation Name="gBbaLyingDownAnim" Offset="0x58B8" /> <!-- Original name is "sb_taorewait" -->
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<Animation Name="gBbaIdleHoldingBagAnim" Offset="0x5DC4" /> <!-- Original name is "sb_wait01" -->
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<Animation Name="gBombShopLadySwayAnim" Offset="0x4910" /> <!-- Original name is "sb_ending" -->
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<Animation Name="gBombShopLadyKnockedOverAnim" Offset="0x5154" /> <!-- Original name is "sb_taore" ("to fall (over, down); to collapse; to take a fall") -->
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<Animation Name="gBombShopLadyLyingDownAnim" Offset="0x58B8" /> <!-- Original name is "sb_taorewait" -->
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<Animation Name="gBombShopLadyIdleHoldingBagAnim" Offset="0x5DC4" /> <!-- Original name is "sb_wait01" -->
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<!-- Skeleton -->
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<Limb Name="gBbaUpperLegsLimb" Type="Standard" EnumName="BBA_LIMB_UPPER_LEGS" Offset="0x5DE0" />
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<Limb Name="gBbaMiddleLegsLimb" Type="Standard" EnumName="BBA_LIMB_MIDDLE_LEGS" Offset="0x5DEC" />
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<Limb Name="gBbaLowerLegsLimb" Type="Standard" EnumName="BBA_LIMB_LOWER_LEGS" Offset="0x5DF8" />
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<Limb Name="gBbaFeetLimb" Type="Standard" EnumName="BBA_LIMB_FEET" Offset="0x5E04" />
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<Limb Name="gBbaUpperRootLimb" Type="Standard" EnumName="BBA_LIMB_UPPER_ROOT" Offset="0x5E10" />
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<Limb Name="gBbaNeckLimb" Type="Standard" EnumName="BBA_LIMB_NECK" Offset="0x5E1C" />
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<Limb Name="gBbaHeadLimb" Type="Standard" EnumName="BBA_LIMB_HEAD" Offset="0x5E28" />
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<Limb Name="gBbaBagLimb" Type="Standard" EnumName="BBA_LIMB_BAG" Offset="0x5E34" />
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<Limb Name="gBbaTorsoLimb" Type="Standard" EnumName="BBA_LIMB_TORSO" Offset="0x5E40" />
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<Limb Name="gBbaLeftUpperArmLimb" Type="Standard" EnumName="BBA_LIMB_LEFT_UPPER_ARM" Offset="0x5E4C" />
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<Limb Name="gBbaLeftLowerArmRootLimb" Type="Standard" EnumName="BBA_LIMB_LEFT_LOWER_ARM_ROOT" Offset="0x5E58" />
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<Limb Name="gBbaLeftForearmLimb" Type="Standard" EnumName="BBA_LIMB_LEFT_FOREARM" Offset="0x5E64" />
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<Limb Name="gBbaLeftHandLimb" Type="Standard" EnumName="BBA_LIMB_LEFT_HAND" Offset="0x5E70" />
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<Limb Name="gBbaRightUpperArmLimb" Type="Standard" EnumName="BBA_LIMB_RIGHT_UPPER_ARM" Offset="0x5E7C" />
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<Limb Name="gBbaRightLowerArmRootLimb" Type="Standard" EnumName="BBA_LIMB_RIGHT_LOWER_ARM_ROOT" Offset="0x5E88" />
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<Limb Name="gBbaRightForearmLimb" Type="Standard" EnumName="BBA_LIMB_RIGHT_FOREARM" Offset="0x5E94" />
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<Limb Name="gBbaRightHandLimb" Type="Standard" EnumName="BBA_LIMB_RIGHT_HAND" Offset="0x5EA0" />
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<Skeleton Name="gBbaSkel" Type="Flex" LimbType="Standard" LimbNone="BBA_LIMB_NONE" LimbMax="BBA_LIMB_MAX" EnumName="BbaLimb" Offset="0x5EF0" />
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<Limb Name="gBombShopLadyUpperLegsLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_UPPER_LEGS" Offset="0x5DE0" />
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<Limb Name="gBombShopLadyMiddleLegsLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_MIDDLE_LEGS" Offset="0x5DEC" />
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<Limb Name="gBombShopLadyLowerLegsLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_LOWER_LEGS" Offset="0x5DF8" />
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<Limb Name="gBombShopLadyFeetLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_FEET" Offset="0x5E04" />
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<Limb Name="gBombShopLadyUpperRootLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_UPPER_ROOT" Offset="0x5E10" />
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<Limb Name="gBombShopLadyNeckLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_NECK" Offset="0x5E1C" />
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<Limb Name="gBombShopLadyHeadLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_HEAD" Offset="0x5E28" />
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<Limb Name="gBombShopLadyBagLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_BAG" Offset="0x5E34" />
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<Limb Name="gBombShopLadyTorsoLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_TORSO" Offset="0x5E40" />
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<Limb Name="gBombShopLadyLeftUpperArmLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_LEFT_UPPER_ARM" Offset="0x5E4C" />
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<Limb Name="gBombShopLadyLeftLowerArmRootLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_LEFT_LOWER_ARM_ROOT" Offset="0x5E58" />
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<Limb Name="gBombShopLadyLeftForearmLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_LEFT_FOREARM" Offset="0x5E64" />
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<Limb Name="gBombShopLadyLeftHandLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_LEFT_HAND" Offset="0x5E70" />
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<Limb Name="gBombShopLadyRightUpperArmLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_RIGHT_UPPER_ARM" Offset="0x5E7C" />
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<Limb Name="gBombShopLadyRightLowerArmRootLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_RIGHT_LOWER_ARM_ROOT" Offset="0x5E88" />
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<Limb Name="gBombShopLadyRightForearmLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_RIGHT_FOREARM" Offset="0x5E94" />
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<Limb Name="gBombShopLadyRightHandLimb" Type="Standard" EnumName="BOMB_SHOP_LADY_LIMB_RIGHT_HAND" Offset="0x5EA0" />
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<Skeleton Name="gBombShopLadySkel" Type="Flex" LimbType="Standard" LimbNone="BOMB_SHOP_LADY_LIMB_NONE" LimbMax="BOMB_SHOP_LADY_LIMB_MAX" EnumName="BombShopLadyLimb" Offset="0x5EF0" />
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<!-- Animations -->
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<Animation Name="gBbaIdleAnim" Offset="0x6550" /> <!-- Original name is "sb_wait02" -->
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<Animation Name="gBbaWalkingHoldingBagAnim" Offset="0x6B10" /> <!-- Original name is "sb_walk01" -->
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<Animation Name="gBombShopLadyIdleAnim" Offset="0x6550" /> <!-- Original name is "sb_wait02" -->
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<Animation Name="gBombShopLadyWalkingHoldingBagAnim" Offset="0x6B10" /> <!-- Original name is "sb_walk01" -->
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<!-- TLUT -->
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<Texture Name="gBbaTLUT" OutName="bba_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6B20" />
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<Texture Name="gBombShopLadyTLUT" OutName="bomb_shop_lady_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6B20" />
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<!-- Unused Textures -->
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<!-- These are just exact copies of the used textures -->
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<Texture Name="gBbaHairSkin2Tex" OutName="bba_hair_skin_2" Format="ci8" Width="32" Height="32" Offset="0x6D20" TlutOffset="0x6B20" />
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<Texture Name="gBbaEar2Tex" OutName="bba_ear_2" Format="ci8" Width="8" Height="8" Offset="0x7120" TlutOffset="0x6B20" />
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<Texture Name="gBbaNostril2Tex" OutName="bba_nostril_2" Format="ci8" Width="8" Height="8" Offset="0x7160" TlutOffset="0x6B20" />
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<Texture Name="gBbaEye2Tex" OutName="bba_eye_2" Format="rgba16" Width="32" Height="32" Offset="0x71A0"/>
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<Texture Name="gBbaWrinkles2Tex" OutName="bba_wrinkles_2" Format="ci8" Width="32" Height="32" Offset="0x79A0" TlutOffset="0x6B20" />
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<Texture Name="gBbaCheek2Tex" OutName="bba_cheek_2" Format="ci8" Width="16" Height="16" Offset="0x7DA0" TlutOffset="0x6B20" />
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<Texture Name="gBbaSkin2Tex" OutName="bba_skin_2" Format="ci8" Width="8" Height="8" Offset="0x7EA0" TlutOffset="0x6B20" />
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<Texture Name="gBbaForehead2Tex" OutName="bba_forehead_2" Format="ci8" Width="32" Height="32" Offset="0x7EE0" TlutOffset="0x6B20" />
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<Texture Name="gBbaFingers2Tex" OutName="bba_fingers_2" Format="ci8" Width="16" Height="16" Offset="0x82E0" TlutOffset="0x6B20" />
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<Texture Name="gBbaShirt2Tex" OutName="bba_shirt_2" Format="ci8" Width="16" Height="16" Offset="0x83E0" TlutOffset="0x6B20" />
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<Texture Name="gBbaBag2Tex" OutName="bba_bag_2" Format="ci8" Width="16" Height="16" Offset="0x84E0" TlutOffset="0x6B20" />
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<Texture Name="gBbaSkirt2Tex" OutName="bba_skirt_2" Format="ci8" Width="16" Height="16" Offset="0x85E0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyHairSkin2Tex" OutName="bomb_shop_lady_hair_skin_2" Format="ci8" Width="32" Height="32" Offset="0x6D20" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyEar2Tex" OutName="bomb_shop_lady_ear_2" Format="ci8" Width="8" Height="8" Offset="0x7120" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyNostril2Tex" OutName="bomb_shop_lady_nostril_2" Format="ci8" Width="8" Height="8" Offset="0x7160" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyEye2Tex" OutName="bomb_shop_lady_eye_2" Format="rgba16" Width="32" Height="32" Offset="0x71A0"/>
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<Texture Name="gBombShopLadyWrinkles2Tex" OutName="bomb_shop_lady_wrinkles_2" Format="ci8" Width="32" Height="32" Offset="0x79A0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyCheek2Tex" OutName="bomb_shop_lady_cheek_2" Format="ci8" Width="16" Height="16" Offset="0x7DA0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadySkin2Tex" OutName="bomb_shop_lady_skin_2" Format="ci8" Width="8" Height="8" Offset="0x7EA0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyForehead2Tex" OutName="bomb_shop_lady_forehead_2" Format="ci8" Width="32" Height="32" Offset="0x7EE0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyFingers2Tex" OutName="bomb_shop_lady_fingers_2" Format="ci8" Width="16" Height="16" Offset="0x82E0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyShirt2Tex" OutName="bomb_shop_lady_shirt_2" Format="ci8" Width="16" Height="16" Offset="0x83E0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadyBag2Tex" OutName="bomb_shop_lady_bag_2" Format="ci8" Width="16" Height="16" Offset="0x84E0" TlutOffset="0x6B20" />
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<Texture Name="gBombShopLadySkirt2Tex" OutName="bomb_shop_lady_skirt_2" Format="ci8" Width="16" Height="16" Offset="0x85E0" TlutOffset="0x6B20" />
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<!-- Textures -->
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<Texture Name="gBbaSkinTex" OutName="bba_skin" Format="ci8" Width="8" Height="8" Offset="0x86E0" />
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<Texture Name="gBbaWrinklesTex" OutName="bba_wrinkles" Format="ci8" Width="32" Height="32" Offset="0x8720" />
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<Texture Name="gBbaHairSkinTex" OutName="bba_hair_skin" Format="ci8" Width="32" Height="32" Offset="0x8B20" />
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<Texture Name="gBbaNostrilTex" OutName="bba_nostril" Format="ci8" Width="8" Height="8" Offset="0x8F20" />
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<Texture Name="gBbaEarTex" OutName="bba_ear" Format="ci8" Width="8" Height="8" Offset="0x8F60" />
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<Texture Name="gBbaFingersTex" OutName="bba_fingers" Format="ci8" Width="16" Height="16" Offset="0x8FA0" />
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<Texture Name="gBbaBagTex" OutName="bba_bag" Format="ci8" Width="16" Height="16" Offset="0x90A0" />
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<Texture Name="gBbaSkirtTex" OutName="bba_skirt" Format="ci8" Width="16" Height="16" Offset="0x91A0" />
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<Texture Name="gBbaEyeTex" OutName="bba_eye" Format="rgba16" Width="32" Height="32" Offset="0x92A0" />
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<Texture Name="gBbaCheekTex" OutName="bba_cheek" Format="ci8" Width="16" Height="16" Offset="0x9AA0" />
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<Texture Name="gBbaForeheadTex" OutName="bba_forehead" Format="ci8" Width="32" Height="32" Offset="0x9BA0" />
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<Texture Name="gBbaShirtTex" OutName="bba_shirt" Format="ci8" Width="16" Height="16" Offset="0x9FA0" />
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<Texture Name="gBombShopLadySkinTex" OutName="bomb_shop_lady_skin" Format="ci8" Width="8" Height="8" Offset="0x86E0" />
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<Texture Name="gBombShopLadyWrinklesTex" OutName="bomb_shop_lady_wrinkles" Format="ci8" Width="32" Height="32" Offset="0x8720" />
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<Texture Name="gBombShopLadyHairSkinTex" OutName="bomb_shop_lady_hair_skin" Format="ci8" Width="32" Height="32" Offset="0x8B20" />
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<Texture Name="gBombShopLadyNostrilTex" OutName="bomb_shop_lady_nostril" Format="ci8" Width="8" Height="8" Offset="0x8F20" />
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<Texture Name="gBombShopLadyEarTex" OutName="bomb_shop_lady_ear" Format="ci8" Width="8" Height="8" Offset="0x8F60" />
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<Texture Name="gBombShopLadyFingersTex" OutName="bomb_shop_lady_fingers" Format="ci8" Width="16" Height="16" Offset="0x8FA0" />
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<Texture Name="gBombShopLadyBagTex" OutName="bomb_shop_lady_bag" Format="ci8" Width="16" Height="16" Offset="0x90A0" />
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<Texture Name="gBombShopLadySkirtTex" OutName="bomb_shop_lady_skirt" Format="ci8" Width="16" Height="16" Offset="0x91A0" />
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<Texture Name="gBombShopLadyEyeTex" OutName="bomb_shop_lady_eye" Format="rgba16" Width="32" Height="32" Offset="0x92A0" />
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<Texture Name="gBombShopLadyCheekTex" OutName="bomb_shop_lady_cheek" Format="ci8" Width="16" Height="16" Offset="0x9AA0" />
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<Texture Name="gBombShopLadyForeheadTex" OutName="bomb_shop_lady_forehead" Format="ci8" Width="32" Height="32" Offset="0x9BA0" />
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<Texture Name="gBombShopLadyShirtTex" OutName="bomb_shop_lady_shirt" Format="ci8" Width="16" Height="16" Offset="0x9FA0" />
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</File>
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</Root>
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@ -1,47 +1,52 @@
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<Root>
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<!-- Assets for Unused Hylian Woman NPC with Red Top and Black Skirt -->
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<File Name="object_bob" Segment="6">
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<Limb Name="object_bob_Standardlimb_000000" Type="Standard" EnumName="OBJECT_BOB_LIMB_01" Offset="0x0" />
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<Limb Name="object_bob_Standardlimb_00000C" Type="Standard" EnumName="OBJECT_BOB_LIMB_02" Offset="0xC" />
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<Limb Name="object_bob_Standardlimb_000018" Type="Standard" EnumName="OBJECT_BOB_LIMB_03" Offset="0x18" />
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<Limb Name="object_bob_Standardlimb_000024" Type="Standard" EnumName="OBJECT_BOB_LIMB_04" Offset="0x24" />
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<Limb Name="object_bob_Standardlimb_000030" Type="Standard" EnumName="OBJECT_BOB_LIMB_05" Offset="0x30" />
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<Limb Name="object_bob_Standardlimb_00003C" Type="Standard" EnumName="OBJECT_BOB_LIMB_06" Offset="0x3C" />
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<Limb Name="object_bob_Standardlimb_000048" Type="Standard" EnumName="OBJECT_BOB_LIMB_07" Offset="0x48" />
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<Limb Name="object_bob_Standardlimb_000054" Type="Standard" EnumName="OBJECT_BOB_LIMB_08" Offset="0x54" />
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<Limb Name="object_bob_Standardlimb_000060" Type="Standard" EnumName="OBJECT_BOB_LIMB_09" Offset="0x60" />
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<Limb Name="object_bob_Standardlimb_00006C" Type="Standard" EnumName="OBJECT_BOB_LIMB_0A" Offset="0x6C" />
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<Limb Name="object_bob_Standardlimb_000078" Type="Standard" EnumName="OBJECT_BOB_LIMB_0B" Offset="0x78" />
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<Limb Name="object_bob_Standardlimb_000084" Type="Standard" EnumName="OBJECT_BOB_LIMB_0C" Offset="0x84" />
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<Limb Name="object_bob_Standardlimb_000090" Type="Standard" EnumName="OBJECT_BOB_LIMB_0D" Offset="0x90" />
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<Limb Name="object_bob_Standardlimb_00009C" Type="Standard" EnumName="OBJECT_BOB_LIMB_0E" Offset="0x9C" />
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<Limb Name="object_bob_Standardlimb_0000A8" Type="Standard" EnumName="OBJECT_BOB_LIMB_0F" Offset="0xA8" />
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<Skeleton Name="object_bob_Skel_0000F0" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BOB_LIMB_NONE" LimbMax="OBJECT_BOB_LIMB_MAX" EnumName="ObjectBobLimb" Offset="0xF0" />
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<Texture Name="object_bob_TLUT_000108" OutName="tlut_000108" Format="rgba16" Width="16" Height="16" Offset="0x108" />
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<Texture Name="object_bob_Tex_000308" OutName="tex_000308" Format="ci8" Width="8" Height="8" Offset="0x308" />
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<Texture Name="object_bob_Tex_000348" OutName="tex_000348" Format="ci8" Width="8" Height="8" Offset="0x348" />
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<Texture Name="object_bob_Tex_000388" OutName="tex_000388" Format="ci8" Width="32" Height="32" Offset="0x388" />
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<Texture Name="object_bob_Tex_000788" OutName="tex_000788" Format="ci8" Width="8" Height="8" Offset="0x788" />
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<Texture Name="object_bob_Tex_0007C8" OutName="tex_0007C8" Format="rgba16" Width="32" Height="32" Offset="0x7C8" />
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<Texture Name="object_bob_Tex_000FC8" OutName="tex_000FC8" Format="rgba16" Width="32" Height="32" Offset="0xFC8" />
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<Texture Name="object_bob_Tex_0017C8" OutName="tex_0017C8" Format="rgba16" Width="32" Height="32" Offset="0x17C8" />
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<Texture Name="object_bob_Tex_001FC8" OutName="tex_001FC8" Format="ci8" Width="16" Height="16" Offset="0x1FC8" />
|
||||
<Texture Name="object_bob_Tex_0020C8" OutName="tex_0020C8" Format="ci8" Width="16" Height="16" Offset="0x20C8" />
|
||||
<Texture Name="object_bob_Tex_0021C8" OutName="tex_0021C8" Format="ci8" Width="8" Height="8" Offset="0x21C8" />
|
||||
<Texture Name="object_bob_Tex_002208" OutName="tex_002208" Format="ci8" Width="16" Height="16" Offset="0x2208" />
|
||||
<DList Name="object_bob_DL_003B78" Offset="0x3B78" />
|
||||
<DList Name="object_bob_DL_003F68" Offset="0x3F68" />
|
||||
<DList Name="object_bob_DL_0040B0" Offset="0x40B0" />
|
||||
<DList Name="object_bob_DL_0041E0" Offset="0x41E0" />
|
||||
<DList Name="object_bob_DL_004310" Offset="0x4310" />
|
||||
<DList Name="object_bob_DL_004458" Offset="0x4458" />
|
||||
<DList Name="object_bob_DL_004588" Offset="0x4588" />
|
||||
<DList Name="object_bob_DL_0046B8" Offset="0x46B8" />
|
||||
<DList Name="object_bob_DL_004A48" Offset="0x4A48" />
|
||||
<DList Name="object_bob_DL_004B18" Offset="0x4B18" />
|
||||
<DList Name="object_bob_DL_004BE8" Offset="0x4BE8" />
|
||||
<DList Name="object_bob_DL_004C38" Offset="0x4C38" />
|
||||
<DList Name="object_bob_DL_004D08" Offset="0x4D08" />
|
||||
<DList Name="object_bob_DL_004DD8" Offset="0x4DD8" />
|
||||
<DList Name="object_bob_DL_004E28" Offset="0x4E28" />
|
||||
<Limb Name="gHylianWoman2PelvisLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_PELVIS" Offset="0x0" />
|
||||
<Limb Name="gHylianWoman2LeftThighLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_THIGH" Offset="0xC" />
|
||||
<Limb Name="gHylianWoman2LeftShinLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_SHIN" Offset="0x18" />
|
||||
<Limb Name="gHylianWoman2LeftFootLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_FOOT" Offset="0x24" />
|
||||
<Limb Name="gHylianWoman2RightThighLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_THIGH" Offset="0x30" />
|
||||
<Limb Name="gHylianWoman2RightShinLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_SHIN" Offset="0x3C" />
|
||||
<Limb Name="gHylianWoman2RightFootLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_FOOT" Offset="0x48" />
|
||||
<Limb Name="gHylianWoman2TorsoLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_TORSO" Offset="0x54" />
|
||||
<Limb Name="gHylianWoman2LeftUpperArmLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_UPPER_ARM" Offset="0x60" />
|
||||
<Limb Name="gHylianWoman2LeftForearmLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_FOREARM" Offset="0x6C" />
|
||||
<Limb Name="gHylianWoman2LeftHandLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_LEFT_HAND" Offset="0x78" />
|
||||
<Limb Name="gHylianWoman2RightUpperArmLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_UPPER_ARM" Offset="0x84" />
|
||||
<Limb Name="gHylianWoman2RightForearmLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_FOREARM" Offset="0x90" />
|
||||
<Limb Name="gHylianWoman2RightHandLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_RIGHT_HAND" Offset="0x9C" />
|
||||
<Limb Name="gHylianWoman2HeadLimb" Type="Standard" EnumName="HYLIAN_WOMAN_2_LIMB_HEAD" Offset="0xA8" />
|
||||
<Skeleton Name="gHylianWoman2Skel" Type="Flex" LimbType="Standard" LimbNone="HYLIAN_WOMMAN_2_LIMB_NONE" LimbMax="HYLIAN_WOMMAN_2_LIMB_MAX" EnumName="HylianWoman2Limb" Offset="0xF0" />
|
||||
|
||||
<!-- Textures -->
|
||||
<Texture Name="gHylianWoman2TLUT" OutName="hylian_woman_2_tlut" Format="rgba16" Width="16" Height="16" Offset="0x108"/>
|
||||
<Texture Name="gHylianWoman2SkinTex" OutName="hylian_woman_2_skin" Format="ci8" Width="8" Height="8" Offset="0x308" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2HairTex" OutName="hylian_woman_2_hair" Format="ci8" Width="8" Height="8" Offset="0x348" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2MouthTex" OutName="hylian_woman_2_mouth" Format="ci8" Width="32" Height="32" Offset="0x388" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2EarTex" OutName="hylian_woman_2_ear" Format="ci8" Width="8" Height="8" Offset="0x788" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2EyeOpenTex" OutName="hylian_woman_2_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x7C8"/>
|
||||
<Texture Name="gHylianWoman2EyeHalfTex" OutName="hylian_woman_2_eye_half" Format="rgba16" Width="32" Height="32" Offset="0xFC8"/>
|
||||
<Texture Name="gHylianWoman2EyeClosedTex" OutName="hylian_woman_2_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x17C8"/>
|
||||
<Texture Name="gHylianWoman2FingersTex" OutName="hylian_woman_2_fingers" Format="ci8" Width="16" Height="16" Offset="0x1FC8" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2ShirtTex" OutName="hylian_woman_2_shirt" Format="ci8" Width="16" Height="16" Offset="0x20C8" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2CollarTex" OutName="hylian_woman_2_collar" Format="ci8" Width="8" Height="8" Offset="0x21C8" TlutOffset="0x108"/>
|
||||
<Texture Name="gHylianWoman2DressTex" OutName="hylian_woman_2_dress" Format="ci8" Width="16" Height="16" Offset="0x2208" TlutOffset="0x108"/>
|
||||
|
||||
<!-- DLs -->
|
||||
<DList Name="gHylianWoman2HeadDL" Offset="0x3B78"/>
|
||||
<DList Name="gHylianWoman2RightHandDL" Offset="0x3F68"/>
|
||||
<DList Name="gHylianWoman2RightForearmDL" Offset="0x40B0"/>
|
||||
<DList Name="gHylianWoman2RightUpperArmDL" Offset="0x41E0"/>
|
||||
<DList Name="gHylianWoman2LeftHandDL" Offset="0x4310"/>
|
||||
<DList Name="gHylianWoman2LeftForearmDL" Offset="0x4458"/>
|
||||
<DList Name="gHylianWoman2LeftUpperArmDL" Offset="0x4588"/>
|
||||
<DList Name="gHylianWoman2TorsoDL" Offset="0x46B8"/>
|
||||
<DList Name="gHylianWoman2RightFootDL" Offset="0x4A48"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2RightShinDL" Offset="0x4B18"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2RightThighDL" Offset="0x4BE8"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2LeftFootDL" Offset="0x4C38"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2LeftShinDL" Offset="0x4D08"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2LeftThighDL" Offset="0x4DD8"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianWoman2PelvisDL" Offset="0x4E28"/>
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -1,54 +1,54 @@
|
|||
<Root>
|
||||
<!-- Object for Unusued Hyrule Market NPC -->
|
||||
<!-- Assets for Unused Hylian Young Woman NPC -->
|
||||
<File Name="object_cne" Segment="6">
|
||||
<!-- The textures used by these limbs aren't 64-bit aligned -->
|
||||
<Limb Name="gCnePelvisLimb" LimbType="Standard" EnumName="CNE_LIMB_PELVIS" Offset="0x0"/>
|
||||
<Limb Name="gCneLeftThighLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_THIGH" Offset="0xC"/>
|
||||
<Limb Name="gCneLeftShinLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_SHIN" Offset="0x18"/>
|
||||
<Limb Name="gCneLeftFootLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_FOOT" Offset="0x24"/>
|
||||
<Limb Name="gCneRightThighLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_THIGH" Offset="0x30"/>
|
||||
<Limb Name="gCneRightShinLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_SHIN" Offset="0x3C"/>
|
||||
<Limb Name="gCneRightFootLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_FOOT" Offset="0x48"/>
|
||||
<Limb Name="gCneTorsoLimb" LimbType="Standard" EnumName="CNE_LIMB_TORSO" Offset="0x54"/>
|
||||
<Limb Name="gCneLeftUpperArmLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_UPPER_ARM" Offset="0x60"/>
|
||||
<Limb Name="gCneLeftForearmLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_FOREARM" Offset="0x6C"/>
|
||||
<Limb Name="gCneLeftHandLimb" LimbType="Standard" EnumName="CNE_LIMB_LEFT_HAND" Offset="0x78"/>
|
||||
<Limb Name="gCneRightUpperArmLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_UPPER_ARM" Offset="0x84"/>
|
||||
<Limb Name="gCneRightForearmLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_FOREARM" Offset="0x90"/>
|
||||
<Limb Name="gCneRightHandLimb" LimbType="Standard" EnumName="CNE_LIMB_RIGHT_HAND" Offset="0x9C"/>
|
||||
<Limb Name="gCneHeadLimb" LimbType="Standard" EnumName="CNE_LIMB_HEAD" Offset="0xA8"/>
|
||||
<Limb Name="gHylianYoungWomanPelvisLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_PELVIS" Offset="0x0"/>
|
||||
<Limb Name="gHylianYoungWomanLeftThighLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_THIGH" Offset="0xC"/>
|
||||
<Limb Name="gHylianYoungWomanLeftShinLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_SHIN" Offset="0x18"/>
|
||||
<Limb Name="gHylianYoungWomanLeftFootLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_FOOT" Offset="0x24"/>
|
||||
<Limb Name="gHylianYoungWomanRightThighLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_THIGH" Offset="0x30"/>
|
||||
<Limb Name="gHylianYoungWomanRightShinLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_SHIN" Offset="0x3C"/>
|
||||
<Limb Name="gHylianYoungWomanRightFootLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_FOOT" Offset="0x48"/>
|
||||
<Limb Name="gHylianYoungWomanTorsoLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_TORSO" Offset="0x54"/>
|
||||
<Limb Name="gHylianYoungWomanLeftUpperArmLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_UPPER_ARM" Offset="0x60"/>
|
||||
<Limb Name="gHylianYoungWomanLeftForearmLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_FOREARM" Offset="0x6C"/>
|
||||
<Limb Name="gHylianYoungWomanLeftHandLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_LEFT_HAND" Offset="0x78"/>
|
||||
<Limb Name="gHylianYoungWomanRightUpperArmLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_UPPER_ARM" Offset="0x84"/>
|
||||
<Limb Name="gHylianYoungWomanRightForearmLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_FOREARM" Offset="0x90"/>
|
||||
<Limb Name="gHylianYoungWomanRightHandLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_HAND" Offset="0x9C"/>
|
||||
<Limb Name="gHylianYoungWomanHeadLimb" LimbType="Standard" EnumName="HYLIAN_YOUNG_WOMAN_LIMB_HEAD" Offset="0xA8"/>
|
||||
|
||||
<Skeleton Name="gCneSkel" Type="Flex" LimbType="Standard" LimbNone="CNE_LIMB_NONE" LimbMax="CNE_LIMB_MAX" EnumName="CneLimb" Offset="0xF0"/>
|
||||
<Skeleton Name="gHylianYoungWomanSkel" Type="Flex" LimbType="Standard" LimbNone="HYLIAN_YOUNG_WOMAN_LIMB_NONE" LimbMax="HYLIAN_YOUNG_WOMAN_LIMB_MAX" EnumName="HylianYoungWomanLimb" Offset="0xF0"/>
|
||||
|
||||
<!-- 32-bit aligned textures. -->
|
||||
<Texture Name="gCneTLUT" OutName="cne_tlut" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
|
||||
<Texture Name="gCneSkinTex" OutName="cne_skin" Format="ci8" Width="8" Height="8" Offset="0x2FC"/>
|
||||
<Texture Name="gCneBrownHairTex" OutName="cne_brown_hair" Format="ci8" Width="8" Height="8" Offset="0x33C"/>
|
||||
<Texture Name="gCneHandTex" OutName="cne_hand" Format="ci8" Width="8" Height="8" Offset="0x37C"/>
|
||||
<Texture Name="gCneBrownHairSkinTex" OutName="cne_brown_hair_skin" Format="ci8" Width="8" Height="8" Offset="0x3BC"/>
|
||||
<Texture Name="gCneBrownHairFaceTex" OutName="cne_brown_hair_face" Format="ci8" Width="8" Height="16" Offset="0x3FC"/>
|
||||
<Texture Name="gCneDressTex" OutName="cne_dress" Format="i8" Width="8" Height="8" Offset="0x47C"/>
|
||||
<Texture Name="gCneDressNeckTex" OutName="cne_dress_neck" Format="ci8" Width="8" Height="8" Offset="0x4BC"/>
|
||||
<Texture Name="gHylianYoungWomanTLUT" OutName="hylian_young_woman_tlut" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
|
||||
<Texture Name="gHylianYoungWomanSkinTex" OutName="hylian_young_woman_skin" Format="ci8" Width="8" Height="8" Offset="0x2FC"/>
|
||||
<Texture Name="gHylianYoungWomanBrownHairTex" OutName="hylian_young_woman_brown_hair" Format="ci8" Width="8" Height="8" Offset="0x33C"/>
|
||||
<Texture Name="gHylianYoungWomanHandTex" OutName="hylian_young_woman_hand" Format="ci8" Width="8" Height="8" Offset="0x37C"/>
|
||||
<Texture Name="gHylianYoungWomanBrownHairSkinTex" OutName="hylian_young_woman_brown_hair_skin" Format="ci8" Width="8" Height="8" Offset="0x3BC"/>
|
||||
<Texture Name="gHylianYoungWomanBrownHairFaceTex" OutName="hylian_young_woman_brown_hair_face" Format="ci8" Width="8" Height="16" Offset="0x3FC"/>
|
||||
<Texture Name="gHylianYoungWomanDressTex" OutName="hylian_young_woman_dress" Format="i8" Width="8" Height="8" Offset="0x47C"/>
|
||||
<Texture Name="gHylianYoungWomanDressNeckTex" OutName="hylian_young_woman_dress_neck" Format="ci8" Width="8" Height="8" Offset="0x4BC"/>
|
||||
|
||||
<DList Name="gCneHeadBrownHairDL" Offset="0x1300"/>
|
||||
<DList Name="gCneRightHandDL" Offset="0x1608"/>
|
||||
<DList Name="gCneRightForearmDL" Offset="0x16E8"/>
|
||||
<DList Name="gCneRightUpperArmDL" Offset="0x1808"/>
|
||||
<DList Name="gCneLeftHandDL" Offset="0x18C8"/>
|
||||
<DList Name="gCneLeftForearmDL" Offset="0x19A8"/>
|
||||
<DList Name="gCneLeftUpperArmDL" Offset="0x1AC8"/>
|
||||
<DList Name="gCneTorsoDL" Offset="0x1B88"/>
|
||||
<DList Name="gCneRightFootDL" Offset="0x1E50"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCneRightShinDL" Offset="0x1F18"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCneRightThighDL" Offset="0x1FE0"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCneLeftFootDL" Offset="0x20A8"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCneLeftShinDL" Offset="0x2170"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCneLeftThighDL" Offset="0x2238"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gCnePelvisDL" Offset="0x2300"/>
|
||||
<DList Name="gHylianYoungWomanHeadBrownHairDL" Offset="0x1300"/>
|
||||
<DList Name="gHylianYoungWomanRightHandDL" Offset="0x1608"/>
|
||||
<DList Name="gHylianYoungWomanRightForearmDL" Offset="0x16E8"/>
|
||||
<DList Name="gHylianYoungWomanRightUpperArmDL" Offset="0x1808"/>
|
||||
<DList Name="gHylianYoungWomanLeftHandDL" Offset="0x18C8"/>
|
||||
<DList Name="gHylianYoungWomanLeftForearmDL" Offset="0x19A8"/>
|
||||
<DList Name="gHylianYoungWomanLeftUpperArmDL" Offset="0x1AC8"/>
|
||||
<DList Name="gHylianYoungWomanTorsoDL" Offset="0x1B88"/>
|
||||
<DList Name="gHylianYoungWomanRightFootDL" Offset="0x1E50"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanRightShinDL" Offset="0x1F18"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanRightThighDL" Offset="0x1FE0"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanLeftFootDL" Offset="0x20A8"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanLeftShinDL" Offset="0x2170"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanLeftThighDL" Offset="0x2238"/> <!-- Renders a single triangle instead of a normal-looking limb -->
|
||||
<DList Name="gHylianYoungWomanPelvisDL" Offset="0x2300"/>
|
||||
|
||||
<Texture Name="gCneOrangeHairFaceTex" OutName="cne_orange_hair_face" Format="rgba16" Width="8" Height="16" Offset="0x23D0"/>
|
||||
<Texture Name="gCneOrangeHairSkinTex" OutName="cne_orange_hair_skin" Format="rgba16" Width="8" Height="8" Offset="0x24D0"/>
|
||||
<Texture Name="gHylianYoungWomanOrangeHairFaceTex" OutName="hylian_young_woman_orange_hair_face" Format="rgba16" Width="8" Height="16" Offset="0x23D0"/>
|
||||
<Texture Name="gHylianYoungWomanOrangeHairSkinTex" OutName="hylian_young_woman_orange_hair_skin" Format="rgba16" Width="8" Height="8" Offset="0x24D0"/>
|
||||
|
||||
<DList Name="gCneHeadOrangeHairDL" Offset="0x2860"/>
|
||||
<DList Name="gHylianYoungWomanHeadOrangeHairDL" Offset="0x2860"/>
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -18,7 +18,7 @@ static AnimationInfoS sAnimationInfo[ENHY_ANIM_MAX] = {
|
|||
{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_3
|
||||
{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_4
|
||||
{ &object_boj_Anim_0008C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_5
|
||||
{ &gBbaIdleHoldingBagAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BBA_6
|
||||
{ &gBombShopLadyIdleHoldingBagAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BBA_6
|
||||
{ &object_bji_Anim_000FDC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BJI_7
|
||||
{ &object_bji_Anim_000AB0, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BJI_8
|
||||
{ &object_bji_Anim_00066C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BJI_9
|
||||
|
|
|
@ -64,12 +64,13 @@ typedef enum {
|
|||
} BombShopLadyAnimation;
|
||||
|
||||
static AnimationInfo sAnimationInfo[BOMB_SHOP_LADY_ANIM_MAX] = {
|
||||
{ &gBbaIdleHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_IDLE_HOLDING_BAG
|
||||
{ &gBbaIdleAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_IDLE
|
||||
{ &gBbaWalkingHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_WALKING_HOLDING_BAG
|
||||
{ &gBbaKnockedOverAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f }, // BOMB_SHOP_LADY_ANIM_KNOCKED_OVER
|
||||
{ &gBbaLyingDownAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_LYING_DOWN
|
||||
{ &gBbaSwayAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_SWAY
|
||||
{ &gBombShopLadyIdleHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_IDLE_HOLDING_BAG
|
||||
{ &gBombShopLadyIdleAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_IDLE
|
||||
{ &gBombShopLadyWalkingHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP,
|
||||
0.0f }, // BOMB_SHOP_LADY_ANIM_WALKING_HOLDING_BAG
|
||||
{ &gBombShopLadyKnockedOverAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f }, // BOMB_SHOP_LADY_ANIM_KNOCKED_OVER
|
||||
{ &gBombShopLadyLyingDownAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_LYING_DOWN
|
||||
{ &gBombShopLadySwayAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f }, // BOMB_SHOP_LADY_ANIM_SWAY
|
||||
};
|
||||
|
||||
static ColliderCylinderInit sCylinderInit = {
|
||||
|
@ -353,7 +354,7 @@ void EnBaba_UpdateModel(EnBaba* this, PlayState* play) {
|
|||
Math_SmoothStepToS(&this->torsoRot.y, 0, 4, 0x3E8, 1);
|
||||
}
|
||||
|
||||
SubS_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, BBA_LIMB_MAX);
|
||||
SubS_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, BOMB_SHOP_LADY_LIMB_MAX);
|
||||
|
||||
if (this->stateFlags & BOMB_SHOP_LADY_STATE_VISIBLE) {
|
||||
EnBaba_UpdateCollider(this, play);
|
||||
|
@ -498,8 +499,8 @@ void EnBaba_HandleSchedule(EnBaba* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gBbaSkel, &gBbaWalkingHoldingBagAnim, this->jointTable,
|
||||
this->morphTable, BBA_LIMB_MAX);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gBombShopLadySkel, &gBombShopLadyWalkingHoldingBagAnim,
|
||||
this->jointTable, this->morphTable, BOMB_SHOP_LADY_LIMB_MAX);
|
||||
|
||||
this->actor.draw = EnBaba_Draw;
|
||||
this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW;
|
||||
|
@ -757,24 +758,24 @@ void EnBaba_Update(Actor* thisx, PlayState* play) {
|
|||
s32 EnBaba_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnBaba* this = THIS;
|
||||
|
||||
if (limbIndex == BBA_LIMB_NECK) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_NECK) {
|
||||
Matrix_Translate(1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateXS(this->headRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->headRot.x, MTXMODE_APPLY);
|
||||
Matrix_Translate(-1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_UPPER_ROOT) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_UPPER_ROOT) {
|
||||
Matrix_RotateXS(-this->torsoRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->torsoRot.x, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_NECK) && this->msgFading && ((play->state.frames % 2) == 0)) {
|
||||
if ((limbIndex == BOMB_SHOP_LADY_LIMB_NECK) && this->msgFading && ((play->state.frames % 2) == 0)) {
|
||||
Matrix_Translate(40.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_UPPER_ROOT) || (limbIndex == BBA_LIMB_LEFT_UPPER_ARM) ||
|
||||
(limbIndex == BBA_LIMB_RIGHT_UPPER_ARM)) {
|
||||
if ((limbIndex == BOMB_SHOP_LADY_LIMB_UPPER_ROOT) || (limbIndex == BOMB_SHOP_LADY_LIMB_LEFT_UPPER_ARM) ||
|
||||
(limbIndex == BOMB_SHOP_LADY_LIMB_RIGHT_UPPER_ARM)) {
|
||||
rot->y += TRUNCF_BINANG(Math_SinS(this->fidgetTableY[limbIndex]) * 200.0f);
|
||||
rot->z += TRUNCF_BINANG(Math_CosS(this->fidgetTableZ[limbIndex]) * 200.0f);
|
||||
}
|
||||
|
@ -782,7 +783,7 @@ s32 EnBaba_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
|||
if (((this->animIndex == BOMB_SHOP_LADY_ANIM_IDLE) || (this->animIndex == BOMB_SHOP_LADY_ANIM_KNOCKED_OVER) ||
|
||||
(this->animIndex == BOMB_SHOP_LADY_ANIM_LYING_DOWN) ||
|
||||
(BOMB_SHOP_LADY_GET_TYPE(&this->actor) == BOMB_SHOP_LADY_TYPE_SWAY)) &&
|
||||
(limbIndex == BBA_LIMB_BAG)) {
|
||||
(limbIndex == BOMB_SHOP_LADY_LIMB_BAG)) {
|
||||
*dList = NULL;
|
||||
}
|
||||
return false;
|
||||
|
@ -792,7 +793,7 @@ void EnBaba_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
|
|||
EnBaba* this = THIS;
|
||||
Vec3f sp18 = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
if (limbIndex == BBA_LIMB_HEAD) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_HEAD) {
|
||||
this->actor.focus.pos.x = this->actor.world.pos.x;
|
||||
this->actor.focus.pos.y = this->actor.world.pos.y;
|
||||
this->actor.focus.pos.z = this->actor.world.pos.z;
|
||||
|
@ -814,7 +815,7 @@ void EnBaba_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL37_Opa(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(gBbaEyeTex));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(gBombShopLadyEyeTex));
|
||||
|
||||
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
this->skelAnime.dListCount, EnBaba_OverrideLimbDraw, EnBaba_PostLimbDraw,
|
||||
|
|
|
@ -34,14 +34,14 @@ typedef struct EnBaba {
|
|||
/* 0x1E4 */ Path* path;
|
||||
/* 0x1E8 */ s16 waypoint;
|
||||
/* 0x1EA */ UNK_TYPE1 unk1EA[0x1C];
|
||||
/* 0x206 */ Vec3s jointTable[BBA_LIMB_MAX];
|
||||
/* 0x272 */ Vec3s morphTable[BBA_LIMB_MAX];
|
||||
/* 0x206 */ Vec3s jointTable[BOMB_SHOP_LADY_LIMB_MAX];
|
||||
/* 0x272 */ Vec3s morphTable[BOMB_SHOP_LADY_LIMB_MAX];
|
||||
/* 0x2DE */ Vec3s trackTarget;
|
||||
/* 0x2E4 */ Vec3s headRot;
|
||||
/* 0x2EA */ Vec3s torsoRot;
|
||||
/* 0x2F0 */ UNK_TYPE1 unk2F0[0x12];
|
||||
/* 0x302 */ s16 fidgetTableY[BBA_LIMB_MAX];
|
||||
/* 0x326 */ s16 fidgetTableZ[BBA_LIMB_MAX];
|
||||
/* 0x302 */ s16 fidgetTableY[BOMB_SHOP_LADY_LIMB_MAX];
|
||||
/* 0x326 */ s16 fidgetTableZ[BOMB_SHOP_LADY_LIMB_MAX];
|
||||
/* 0x34A */ UNK_TYPE1 unk34A[0xBA];
|
||||
/* 0x404 */ s16 sakonDeadTimer;
|
||||
/* 0x406 */ UNK_TYPE1 unk406[4];
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
*
|
||||
* Note: This actor was probably written with OOT's object_bba's skeleton in mind, and so this actor is very bugged.
|
||||
*
|
||||
* The main offender is that gBbaSkel has 18 limbs, while the system used (EnHy) expects 16 (see @bug in FinishInit
|
||||
* below).
|
||||
* The main offender is that gBombShopLadySkel has 18 limbs, while the system used (EnHy) expects 16 (see @bug in
|
||||
* FinishInit below).
|
||||
*
|
||||
* The draw functions also use different limbs than expected, which results in, for example, EnBba01's right arm and bag
|
||||
* following the player instead of her head and torso.
|
||||
|
@ -156,9 +156,9 @@ s32 func_809CC270(EnBba01* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnBba01_FinishInit(EnHy* this, PlayState* play) {
|
||||
//! @bug: gBbaSkel does not match EnHy's skeleton assumptions.
|
||||
//! Since gBbaSkel has more limbs than expected, joint and morph tables will overflow
|
||||
if (EnHy_Init(this, play, &gBbaSkel, ENHY_ANIM_BBA_6)) {
|
||||
//! @bug: gBombShopLadySkel does not match EnHy's skeleton assumptions.
|
||||
//! Since gBombShopLadySkel has more limbs than expected, joint and morph tables will overflow
|
||||
if (EnHy_Init(this, play, &gBombShopLadySkel, ENHY_ANIM_BBA_6)) {
|
||||
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
|
||||
this->actor.draw = EnBba01_Draw;
|
||||
this->waitingOnInit = false;
|
||||
|
@ -262,7 +262,7 @@ s32 EnBba01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
|||
Matrix_MultVec3f(&zeroVec, &this->enHy.bodyPartsPos[bodyPartIndex]);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.headObjectSlot].segment);
|
||||
|
@ -272,23 +272,25 @@ s32 EnBba01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
|||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
Matrix_Translate(1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateXS(this->enHy.headRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->enHy.headRot.x, MTXMODE_APPLY);
|
||||
Matrix_Translate(-1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_BAG) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_BAG) {
|
||||
Matrix_RotateXS(-this->enHy.torsoRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->enHy.torsoRot.x, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) && this->enHy.msgFading && ((play->state.frames % 2) == 0)) {
|
||||
if ((limbIndex == BOMB_SHOP_LADY_LIMB_RIGHT_LOWER_ARM_ROOT) && this->enHy.msgFading &&
|
||||
((play->state.frames % 2) == 0)) {
|
||||
Matrix_Translate(40.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_BAG) || (limbIndex == BBA_LIMB_TORSO) || (limbIndex == BBA_LIMB_LEFT_FOREARM)) {
|
||||
if ((limbIndex == BOMB_SHOP_LADY_LIMB_BAG) || (limbIndex == BOMB_SHOP_LADY_LIMB_TORSO) ||
|
||||
(limbIndex == BOMB_SHOP_LADY_LIMB_LEFT_FOREARM)) {
|
||||
rot->y += TRUNCF_BINANG(Math_SinS(this->enHy.fidgetTableY[limbIndex]) * 200.0f);
|
||||
rot->z += TRUNCF_BINANG(Math_CosS(this->enHy.fidgetTableZ[limbIndex]) * 200.0f);
|
||||
}
|
||||
|
@ -301,7 +303,7 @@ void EnBba01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
|||
GraphicsContext* gfxCtx = play->state.gfxCtx;
|
||||
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
if (limbIndex == BBA_LIMB_HEAD) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_HEAD) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.skelUpperObjectSlot].segment);
|
||||
|
@ -310,7 +312,7 @@ void EnBba01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
|||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
if (limbIndex == BOMB_SHOP_LADY_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
Matrix_MultVec3f(&zeroVec, &this->enHy.actor.focus.pos);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -148,7 +148,7 @@ s32 func_809CB4A0(EnCne01* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnCne01_FinishInit(EnHy* this, PlayState* play) {
|
||||
if (EnHy_Init(this, play, &gCneSkel, ENHY_ANIM_OS_ANIME_11)) {
|
||||
if (EnHy_Init(this, play, &gHylianYoungWomanSkel, ENHY_ANIM_OS_ANIME_11)) {
|
||||
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
|
||||
this->actor.draw = EnCne01_Draw;
|
||||
this->waitingOnInit = false;
|
||||
|
@ -252,34 +252,34 @@ s32 EnCne01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
|||
Matrix_MultVec3f(&zeroVec, &this->enHy.bodyPartsPos[bodyPartIndex]);
|
||||
}
|
||||
|
||||
if (limbIndex == CNE_LIMB_HEAD) {
|
||||
if (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_HEAD) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.headObjectSlot].segment);
|
||||
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[this->enHy.headObjectSlot].segment);
|
||||
*dList = gCneHeadBrownHairDL;
|
||||
*dList = gHylianYoungWomanHeadBrownHairDL;
|
||||
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[this->enHy.skelLowerObjectSlot].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
if (limbIndex == CNE_LIMB_HEAD) {
|
||||
if (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_HEAD) {
|
||||
Matrix_Translate(1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateXS(this->enHy.headRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->enHy.headRot.x, MTXMODE_APPLY);
|
||||
Matrix_Translate(-1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == CNE_LIMB_TORSO) {
|
||||
if (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_TORSO) {
|
||||
Matrix_RotateXS(-this->enHy.torsoRot.y, MTXMODE_APPLY);
|
||||
Matrix_RotateZS(-this->enHy.torsoRot.x, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == CNE_LIMB_HEAD) && this->enHy.msgFading && ((play->state.frames % 2) == 0)) {
|
||||
if ((limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_HEAD) && this->enHy.msgFading && ((play->state.frames % 2) == 0)) {
|
||||
Matrix_Translate(40.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == CNE_LIMB_TORSO) || (limbIndex == CNE_LIMB_LEFT_UPPER_ARM) ||
|
||||
(limbIndex == CNE_LIMB_RIGHT_UPPER_ARM)) {
|
||||
if ((limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_TORSO) || (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_LEFT_UPPER_ARM) ||
|
||||
(limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_UPPER_ARM)) {
|
||||
rot->y += TRUNCF_BINANG(Math_SinS(this->enHy.fidgetTableY[limbIndex]) * 200.0f);
|
||||
rot->z += TRUNCF_BINANG(Math_CosS(this->enHy.fidgetTableZ[limbIndex]) * 200.0f);
|
||||
}
|
||||
|
@ -292,7 +292,7 @@ void EnCne01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
|||
GraphicsContext* gfxCtx = play->state.gfxCtx;
|
||||
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
if (limbIndex == CNE_LIMB_RIGHT_FOOT) {
|
||||
if (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_RIGHT_FOOT) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.skelUpperObjectSlot].segment);
|
||||
|
@ -301,7 +301,7 @@ void EnCne01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
|||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
if (limbIndex == CNE_LIMB_HEAD) {
|
||||
if (limbIndex == HYLIAN_YOUNG_WOMAN_LIMB_HEAD) {
|
||||
Matrix_MultVec3f(&zeroVec, &this->enHy.actor.focus.pos);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue