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Document Actor "Fidget Tables" #2287
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new name: `UpdateLimbOverrides` reason: - `0x814` and `0x940` constants - `*_OverrideLimbDraw` functions additionally: - move constants into `z64animation.h` - use these constant for existing formulas - properly name corresponding actors' fields - add occasional explicit limbs limit constants
You should check out the I dont personally agree with the naming direction MM went by calling it "fidgeting", and is why I personally have not ported these docs over to OoT. But do not think we should go in the direction of calling it generic "overrides" either. |
Regarding override limb draw: It has its name because of the return value. It gives you the ability to override the display list for a given limb if the return value is true. But yes it is true that it runs before a given limb is drawn. |
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In addition to the discord conversation about using MM's names, here are some other things
* remove redundant comments * move and rename `FIDGET_*` constants * introduce a `FIDGET_SCALE` constant, as no other value is applied
Co-authored-by: mzxrules <mzxrules@gmail.com>
following the zeldaret#2287 (comment) suggestion
a continuation to the 2112632 automatic padding commpensates its absence
rename
func_80034F54
-> MM's namingUpdateLimbOverrides
, because:0x814
and0x940
constants*_OverrideLimbDraw
functions associationActor_UpdateFidgetTables
and.fidgetTable
consequent changes:
z64animation.h
z_en_go.h
fields naming (was as for skeletal animation)P.S., as a side note: `*_OverrideLimbDraw` and `*_PostLimbDraw` functions look more like `*_PreProcessLimb` and `*_PostProcessLimb` to me so, is there a strong or any reason why they should be named as they are now?my question comes from the following observations:
obviously, the change by itself would be meaningless, leave alone huge. it's just curiosity