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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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@ -30,14 +30,42 @@ const ActorInit En_Bx_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK6, 0x11, 0x09, 0x00, 0x00, COLSHAPE_CYLINDER },
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{ 0x01, { 0xFFCFFFFF, 0x03, 0x04 }, { 0xFFCFFFFF, 0x01, 0x00 }, 0x01, 0x01, 0x00 },
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{
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COLTYPE_HIT6,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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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_UNK1,
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{ 0xFFCFFFFF, 0x03, 0x04 },
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{ 0xFFCFFFFF, 0x01, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 60, 100, 100, { 0, 0, 0 } },
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};
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static ColliderQuadInit sQuadInit = {
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{ COLTYPE_UNK10, 0x11, 0x00, 0x00, 0x00, COLSHAPE_QUAD },
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{ 0x00, { 0xFFCFFFFF, 0x03, 0x04 }, { 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_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x03, 0x04 },
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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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{ { { 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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@ -70,7 +98,7 @@ void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_InitQuad(globalCtx, &this->colliderQuad);
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Collider_SetQuad(globalCtx, &this->colliderQuad, &this->actor, &sQuadInit);
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thisx->colChkInfo.mass = 0xFF;
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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this->unk_14C = 0;
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thisx->uncullZoneDownward = 2000.0f;
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if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0xFF)) {
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@ -98,7 +126,8 @@ void func_809D1D0C(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_MultVec3f(&D_809D254C, &sp38);
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Matrix_MultVec3f(&sp5C, &this->colliderQuad.dim.quad[1]);
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Matrix_MultVec3f(&sp50, &this->colliderQuad.dim.quad[0]);
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func_80062734(&this->colliderQuad, &sp38, &sp44, &this->colliderQuad.dim.quad[0], &this->colliderQuad.dim.quad[1]);
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Collider_SetQuadVertices(&this->colliderQuad, &sp38, &sp44, &this->colliderQuad.dim.quad[0],
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&this->colliderQuad.dim.quad[1]);
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}
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void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -108,8 +137,8 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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s16 tmp32;
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s32 tmp33;
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if ((thisx->xzDistToLink <= 70.0f) || (this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2) ||
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(this->colliderQuad.base.atFlags & 2)) {
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if ((thisx->xzDistToLink <= 70.0f) || (this->collider.base.atFlags & AT_HIT) ||
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(this->collider.base.acFlags & AC_HIT) || (this->colliderQuad.base.atFlags & AT_HIT)) {
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if ((thisx->xzDistToLink <= 70.0f) || (&player->actor == this->collider.base.at) ||
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(&player->actor == this->collider.base.ac) || (&player->actor == this->colliderQuad.base.at)) {
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tmp33 = player->invincibilityTimer & 0xFF;
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@ -130,9 +159,9 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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player->invincibilityTimer = tmp33;
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}
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this->collider.base.atFlags &= ~2;
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this->collider.base.acFlags &= ~2;
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this->colliderQuad.base.atFlags &= ~2;
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this->collider.base.atFlags &= ~AT_HIT;
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this->collider.base.acFlags &= ~AC_HIT;
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this->colliderQuad.base.atFlags &= ~AT_HIT;
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this->colliderQuad.base.at = NULL;
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this->collider.base.ac = NULL;
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this->collider.base.at = NULL;
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@ -160,7 +189,7 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(thisx, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
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}
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thisx->posRot2.pos = thisx->posRot.pos;
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Collider_CylinderUpdate(thisx, &this->collider);
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Collider_UpdateCylinder(thisx, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (thisx->params & 0x80) {
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