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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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@ -945,7 +945,7 @@ u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* w
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Vec3f* newBase) {
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if (weaponInfo->active == 0) {
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if (collider != NULL) {
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Collider_QuadSetAT(globalCtx, &collider->base);
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Collider_ResetQuadAT(globalCtx, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->tip, newTip);
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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@ -955,12 +955,12 @@ u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* w
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(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
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(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
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if (collider != NULL) {
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Collider_QuadSetAT(globalCtx, &collider->base);
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Collider_ResetQuadAT(globalCtx, &collider->base);
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}
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return 0;
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} else {
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if (collider != NULL) {
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func_80062734(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
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Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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@ -972,22 +972,22 @@ u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* w
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void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
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static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
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COLTYPE_METAL_SHIELD,
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COLTYPE_WOODEN_SHIELD,
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COLTYPE_METAL_SHIELD,
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COLTYPE_METAL_SHIELD,
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COLTYPE_METAL,
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COLTYPE_WOOD,
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COLTYPE_METAL,
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COLTYPE_METAL,
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};
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if (this->stateFlags1 & 0x400000) {
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Vec3f quadDest[4];
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this->shieldQuad.base.type = shieldColTypes[this->currentShield];
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this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
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Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
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Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
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Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
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Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
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func_80062734(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
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Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
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