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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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@ -39,7 +39,7 @@ void EnDs_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004768, &D_0600039C, this->jointTable, this->morphTable, 6);
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Animation_PlayOnce(&this->skelAnime, &D_0600039C);
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Actor_SetScale(&this->actor, 0.013f);
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