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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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@ -30,9 +30,23 @@ const ActorInit En_Boom_InitVars = {
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};
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static ColliderQuadInit sQuadInit = {
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{ COLTYPE_UNK10, 0x09, 0x00, 0x00, 0x08, COLSHAPE_QUAD },
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{ 0x02, { 0x00000010, 0x00, 0x01 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x05, 0x00, 0x00 },
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{ 0 },
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_PLAYER,
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AC_NONE,
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OC1_NONE,
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OC2_TYPE_PLAYER,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000010, 0x00, 0x01 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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static InitChainEntry sInitChain[] = {
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@ -142,8 +156,8 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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func_8002F974(this, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
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// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
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collided = this->collider.base.atFlags & 0x2;
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collided = !!collided;
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collided = this->collider.base.atFlags & AT_HIT;
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collided = !!(collided);
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if (collided) {
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if (((this->collider.base.at->id == ACTOR_EN_ITEM00) || (this->collider.base.at->id == ACTOR_EN_SI))) {
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this->grabbed = this->collider.base.at;
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@ -179,8 +193,8 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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Actor_Kill(&this->actor);
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}
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} else {
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collided = this->collider.base.atFlags & 0x2;
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collided = !!collided;
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collided = (this->collider.base.atFlags & AT_HIT);
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collided = (!!(collided));
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if (collided) {
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// Copy the position from the prevous frame to the boomerang to start the bounce back.
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Math_Vec3f_Copy(&this->actor.posRot.pos, &this->actor.pos4);
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@ -198,7 +212,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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hitActor->id == ACTOR_BG_BDAN_OBJECTS && hitActor->params == 0)) {
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collided = false;
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} else {
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func_80062D60(globalCtx, &hitPoint);
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CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &hitPoint);
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}
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}
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}
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