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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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487 changed files with 14371 additions and 4713 deletions
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@ -237,7 +237,7 @@ void Gameplay_Init(GameState* thisx) {
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func_8006BA00(globalCtx);
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Effect_InitContext(globalCtx);
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EffectSs_InitInfo(globalCtx, 0x55);
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func_8005D3BC(globalCtx, &globalCtx->colChkCtx);
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CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx);
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AnimationContext_Reset(&globalCtx->animationCtx);
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func_8006450C(globalCtx, &globalCtx->csCtx);
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@ -835,7 +835,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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LOG_NUM("1", 1, "../z_play.c", 3612);
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}
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func_8006139C(globalCtx, &globalCtx->colChkCtx);
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CollisionCheck_AT(globalCtx, &globalCtx->colChkCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3618);
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@ -847,13 +847,13 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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LOG_NUM("1", 1, "../z_play.c", 3624);
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}
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func_800622E4(globalCtx, &globalCtx->colChkCtx);
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CollisionCheck_Damage(globalCtx, &globalCtx->colChkCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3631);
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}
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CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx);
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CollisionCheck_ClearContext(globalCtx, &globalCtx->colChkCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3637);
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