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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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@ -52,20 +52,78 @@ const ActorInit En_Bw_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit1 = {
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{ COLTYPE_UNK10, 0x11, 0x00, 0x00, 0x00, COLSHAPE_CYLINDER },
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{ 0x00, { 0xFFCFFFFF, 0x01, 0x08 }, { 0x00000000, 0x00, 0x00 }, 0x01, 0x00, 0x00 },
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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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_UNK0,
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{ 0xFFCFFFFF, 0x01, 0x08 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 30, 65, 0, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sCylinderInit2 = {
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{ COLTYPE_UNK0, 0x00, 0x09, 0x09, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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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_ON,
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},
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{ 30, 35, 0, { 0, 0, 0 } },
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};
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static DamageTable sDamageTable = {
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0x10, 0x00, 0x00, 0xF2, 0x00, 0xF2, 0xF2, 0x10, 0x00, 0xF2, 0xF4, 0xF2, 0xE4, 0xF2, 0xF2, 0xF2,
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0xF2, 0x60, 0xE3, 0x60, 0x00, 0x00, 0xF1, 0xF4, 0xF2, 0xF2, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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/* Deku stick */ DMG_ENTRY(0, 0x0),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0xF),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(2, 0xF),
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/* Hammer swing */ DMG_ENTRY(2, 0xF),
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/* Hookshot */ DMG_ENTRY(0, 0x1),
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/* Kokiri sword */ DMG_ENTRY(0, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(2, 0xF),
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/* Ice arrow */ DMG_ENTRY(4, 0xE),
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/* Light arrow */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 1 */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
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/* Fire magic */ DMG_ENTRY(0, 0x6),
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/* Ice magic */ DMG_ENTRY(3, 0xE),
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/* Light magic */ DMG_ENTRY(0, 0x6),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(2, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static s32 sSlugGroup = 0;
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@ -84,7 +142,7 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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this->actor.colChkInfo.health = 6;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.posRot2.pos = this->actor.posRot.pos;
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func_809CE9A8(this);
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this->color1.a = this->color1.r = 255;
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@ -387,11 +445,11 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
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this->actor.scale.x = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
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this->actor.scale.y = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0245f;
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this->actor.scale.z = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
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if (this->collider1.base.atFlags & 2) {
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this->collider1.base.atFlags &= ~2;
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if (this->collider1.base.atFlags & AT_HIT) {
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this->collider1.base.atFlags &= ~AT_HIT;
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this->actor.speedXZ = -6.0f;
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this->actor.posRot.rot.y = this->actor.yawTowardsLink;
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if ((&player->actor == this->collider1.base.at) && !(this->collider1.base.atFlags & 4)) {
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if ((&player->actor == this->collider1.base.at) && !(this->collider1.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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}
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@ -626,13 +684,13 @@ void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
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func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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func_809D00F4(this);
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} else {
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if (this->collider2.base.acFlags & 2) {
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this->collider2.base.acFlags &= ~2;
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if (this->collider2.base.acFlags & AC_HIT) {
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this->collider2.base.acFlags &= ~AC_HIT;
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if ((this->actor.colChkInfo.damageEffect == 0) || (this->unk_220 == 6)) {
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return;
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}
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this->damageEffect = this->actor.colChkInfo.damageEffect;
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func_80035650(&this->actor, &this->collider2.body, 0);
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func_80035650(&this->actor, &this->collider2.info, 0);
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if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) {
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if (this->unk_23C == 0) {
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Actor_ApplyDamage(&this->actor);
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@ -707,7 +765,7 @@ void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
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func_8002836C(globalCtx, &thisx->posRot.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
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}
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if (this->unk_248 <= 0.4f) {
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this->collider1.body.toucher.effect = 0;
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this->collider1.info.toucher.effect = 0;
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if (((globalCtx->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
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accel.y = -0.1f;
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velocity.x = Rand_CenteredFloat(4.0f);
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@ -727,7 +785,7 @@ void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
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20.0f - (this->unk_248 * 40.0f));
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}
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} else {
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this->collider1.body.toucher.effect = 1;
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this->collider1.info.toucher.effect = 1;
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}
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this->unk_234 = func_800339B8(thisx, globalCtx, 50.0f, thisx->posRot.rot.y);
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@ -737,13 +795,13 @@ void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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func_8002E4B4(globalCtx, thisx, 20.0f, 30.0f, 21.0f, 0x1F);
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}
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Collider_CylinderUpdate(thisx, &this->collider2);
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Collider_UpdateCylinder(thisx, &this->collider2);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
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if ((this->unk_220 != 0) && ((thisx->dmgEffectTimer == 0) || !(thisx->dmgEffectParams & 0x4000))) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
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}
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if ((this->unk_221 != 1) && (this->unk_220 < 5) && (this->unk_248 > 0.4f)) {
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Collider_CylinderUpdate(thisx, &this->collider1);
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Collider_UpdateCylinder(thisx, &this->collider1);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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}
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thisx->posRot2.pos = thisx->posRot.pos;
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