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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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@ -36,38 +36,110 @@ const ActorInit En_Dha_InitVars = {
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(ActorFunc)EnDha_Draw,
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};
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static DamageTable sDamageTable = { {
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0x00, 0xF2, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF2, 0xF4, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF4, 0xF2, 0xF4, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
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} };
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(2, 0xF),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(0, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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/* Hammer swing */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x0),
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/* Kokiri sword */ DMG_ENTRY(2, 0xF),
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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(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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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(2, 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(4, 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 ColliderJntSphItemInit sJntSphItemsInit[] = {
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static ColliderJntSphElementInit sJntSphElementsInit[] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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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_NONE,
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},
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{ 1, { { 0, 0, 0 }, 12 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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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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{ 2, { { 3200, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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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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{ 3, { { 1200, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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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_NONE,
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},
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{ 4, { { 2700, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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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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{ 5, { { 1200, 0, 0 }, 10 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{ COLTYPE_UNK6, 0x00, 0x09, 0x19, 0x10, COLSHAPE_JNTSPH },
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{
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COLTYPE_HIT6,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_1,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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5,
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sJntSphItemsInit,
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sJntSphElementsInit,
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};
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static InitChainEntry sInitChain[] = {
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@ -92,7 +164,7 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Teardrop, 90.0f);
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->actor.posRot2.pos.y += 50.0f;
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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.colChkInfo.health = 8;
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this->unk_1CE = -0x4000;
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Collider_InitJntSph(globalCtx, &this->collider);
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@ -287,8 +359,8 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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}
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void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & 2))) {
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this->collider.base.acFlags &= ~2;
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if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) {
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return;
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} else {
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@ -346,18 +418,18 @@ void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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switch (limbIndex) {
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case 1:
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func_800628A4(2, &this->collider);
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func_800628A4(3, &this->collider);
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Collider_UpdateSpheres(2, &this->collider);
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Collider_UpdateSpheres(3, &this->collider);
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break;
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case 2:
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func_800628A4(4, &this->collider);
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func_800628A4(5, &this->collider);
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Collider_UpdateSpheres(4, &this->collider);
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Collider_UpdateSpheres(5, &this->collider);
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Matrix_MultVec3f(&D_809ED770, &this->unk_1F4);
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break;
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case 3:
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func_800628A4(1, &this->collider);
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Collider_UpdateSpheres(1, &this->collider);
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Matrix_MultVec3f(&D_809ED764, &this->unk_1DC);
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Matrix_MultVec3f(&D_809ED770, &this->unk_1E8);
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break;
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@ -25,7 +25,7 @@ typedef struct EnDha {
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/* 0x01E8 */ Vec3f unk_1E8;
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/* 0x01F4 */ Vec3f unk_1F4;
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/* 0x0200 */ ColliderJntSph collider;
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/* 0x0220 */ ColliderJntSphItem colliderItem[5];
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/* 0x0220 */ ColliderJntSphElement colliderItem[5];
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} EnDha; // size = 0x0360
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extern const ActorInit En_Dha_InitVars;
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