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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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@ -34,14 +34,42 @@ const ActorInit Bg_Dodoago_InitVars = {
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};
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static ColliderCylinderInit sColCylinderInit0 = {
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{ COLTYPE_UNK10, 0x00, 0x39, 0x00, 0x00, COLSHAPE_CYLINDER },
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_ALL,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 80, 30, 80, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sColCylinderInit1 = {
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{ COLTYPE_UNK10, 0x00, 0x00, 0x3D, 0x20, COLSHAPE_CYLINDER },
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_NONE,
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OC1_ON | OC1_NO_PUSH | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 50, 60, 280, { 0, 0, 0 } },
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};
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@ -152,9 +180,9 @@ void func_80871CF4(BgDodoago* this, GlobalContext* globalCtx) {
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} else {
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if (Flags_GetEventChkInf(0xB0)) {
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Collider_CylinderUpdate(&this->dyna.actor, &this->colliders[0]);
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Collider_CylinderUpdate(&this->dyna.actor, &this->colliders[1]);
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Collider_CylinderUpdate(&this->dyna.actor, &this->colliders[2]);
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Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[0]);
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Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[1]);
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Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[2]);
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this->colliders[0].dim.pos.z += 0xC8;
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this->colliders[1].dim.pos.z += 0xD7;
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this->colliders[1].dim.pos.x += 0x5A;
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@ -239,15 +267,15 @@ void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnBom* bomb;
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if (this->dyna.actor.parent == NULL) {
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if ((s32)(this->colliders[1].base.maskA & 2) || (this->colliders[2].base.maskA & 2)) {
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if ((s32)(this->colliders[1].base.ocFlags1 & OC1_HIT) || (this->colliders[2].base.ocFlags1 & OC1_HIT)) {
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if ((s32)(this->colliders[1].base.maskA & 2)) {
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if ((s32)(this->colliders[1].base.ocFlags1 & OC1_HIT)) {
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bomb = (EnBom*)this->colliders[1].base.oc;
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} else {
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bomb = (EnBom*)this->colliders[2].base.oc;
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}
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this->colliders[1].base.maskA &= ~2;
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this->colliders[2].base.maskA &= ~2;
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this->colliders[1].base.ocFlags1 &= ~OC1_HIT;
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this->colliders[2].base.ocFlags1 &= ~OC1_HIT;
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if (bomb->actor.type == ACTORTYPE_EXPLOSIVES && bomb->actor.id == ACTOR_EN_BOM && bomb->actor.params == 0) {
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this->dyna.actor.parent = &bomb->actor;
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bomb->timer = 50;
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