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Document Collision_Check (#468)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * some decomp * still playing around with this * rename functions * ZAP again * ZAP again * the renaming begins * more renaming. hopefully didn't break anything * change all the things * this and then merge * and done * one little thing * small docs, small rename * changed mind on cylinder and quad elements * something * more stuff * more docs * more adjustments * Fixed some types * more fixes * all sorts of cleanup * now with flags * match! * names and such * update tools * damage tables * ColChkInfo * one more thing * formatting * more formatting * anime merge * some stuff * damage table * again * changes * .s * changes * oc2 type * a couple things * format * un-name magic arrows, not enough proof yet * fix damage table script and remove old one * EnAObj * changes Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Fig02 <fig02srl@gmail.com>
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@ -667,15 +667,15 @@ typedef struct {
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} RoomContext; // size = 0x74
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typedef struct {
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/* 0x000 */ s16 colAtCount;
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/* 0x000 */ s16 colATCount;
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/* 0x002 */ u16 sacFlags;
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/* 0x004 */ Collider* colAt[COLLISION_CHECK_AT_MAX];
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/* 0x0CC */ s32 colAcCount;
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/* 0x0D0 */ Collider* colAc[COLLISION_CHECK_AC_MAX];
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/* 0x1C0 */ s32 colOcCount;
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/* 0x1C4 */ Collider* colOc[COLLISION_CHECK_OC_MAX];
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/* 0x28C */ s32 colOcLineCount;
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/* 0x290 */ OcLine* colOcLine[COLLISION_CHECK_OC_LINE_MAX];
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/* 0x004 */ Collider* colAT[COLLISION_CHECK_AT_MAX];
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/* 0x0CC */ s32 colACCount;
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/* 0x0D0 */ Collider* colAC[COLLISION_CHECK_AC_MAX];
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/* 0x1C0 */ s32 colOCCount;
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/* 0x1C4 */ Collider* colOC[COLLISION_CHECK_OC_MAX];
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/* 0x28C */ s32 colLineCount;
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/* 0x290 */ OcLine* colLine[COLLISION_CHECK_OC_LINE_MAX];
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} CollisionCheckContext; // size = 0x29C
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typedef struct ListAlloc {
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