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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

@ -56,9 +56,22 @@ const ActorInit En_Dns_InitVars = {
(ActorFunc)EnDns_Draw,
};
static ColliderCylinderInit_Set3 sCylinderInit = {
{ COLTYPE_UNK10, 0x00, 0x09, 0x39, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
static ColliderCylinderInitType1 sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 18, 32, 0, { 0, 0, 0 } },
};
@ -143,11 +156,11 @@ void EnDns_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060041A8, &D_060009A0, this->jointTable, this->morphTable, 18);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder_Set3(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 35.0f);
this->actor.textId = D_809F040C[this->actor.params];
Actor_SetScale(&this->actor, 0.01f);
this->actor.colChkInfo.mass = 0xFF;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->maintainCollider = 1;
this->standOnGround = 1;
this->dropCollectible = 0;
@ -316,7 +329,7 @@ void EnDns_Wait(EnDns* this, GlobalContext* globalCtx) {
if (func_8002F194(&this->actor, globalCtx)) {
this->actionFunc = EnDns_Talk;
} else {
if ((this->collider.base.maskA & 2) || (this->actor.unk_10C != 0)) {
if ((this->collider.base.ocFlags1 & OC1_HIT) || (this->actor.unk_10C != 0)) {
this->actor.flags |= 0x10000;
} else {
this->actor.flags &= ~0x10000;
@ -477,7 +490,7 @@ void EnDns_Update(Actor* thisx, GlobalContext* globalCtx) {
func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 4);
}
if (this->maintainCollider) {
Collider_CylinderUpdate(&this->actor, &this->collider);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}