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