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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>
This commit is contained in:
petrie911 2021-01-17 20:13:36 -06:00 committed by GitHub
parent f786f958bb
commit 02994f5339
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
487 changed files with 14371 additions and 4713 deletions

View file

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