mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-07 14:50:15 +00:00
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:
parent
f786f958bb
commit
02994f5339
487 changed files with 14371 additions and 4713 deletions
|
@ -30,20 +30,34 @@ const ActorInit En_Fw_InitVars = {
|
|||
(ActorFunc)EnFw_Draw,
|
||||
};
|
||||
|
||||
static ColliderJntSphItemInit sJntSphItemsInit[1] = {
|
||||
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
|
||||
{
|
||||
{ 0x00, { 0x00000000, 0x00, 0x04 }, { 0xFFCFFFFE, 0x00, 0x00 }, 0x00, 0x05, 0x01 },
|
||||
{
|
||||
ELEMTYPE_UNK0,
|
||||
{ 0x00000000, 0x00, 0x04 },
|
||||
{ 0xFFCFFFFE, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON | BUMP_HOOKABLE,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 2, { { 1200, 0, 0 }, 16 }, 100 },
|
||||
},
|
||||
};
|
||||
|
||||
static ColliderJntSphInit sJntSphInit = {
|
||||
{ COLTYPE_UNK6, 0x11, 0x09, 0x39, 0x10, COLSHAPE_JNTSPH },
|
||||
{
|
||||
COLTYPE_HIT6,
|
||||
AT_ON | AT_TYPE_ENEMY,
|
||||
AC_ON | AC_TYPE_PLAYER,
|
||||
OC1_ON | OC1_TYPE_ALL,
|
||||
OC2_TYPE_1,
|
||||
COLSHAPE_JNTSPH,
|
||||
},
|
||||
1,
|
||||
sJntSphItemsInit,
|
||||
sJntSphElementsInit,
|
||||
};
|
||||
|
||||
static CollisionCheckInfoInit2 D_80A1FB94 = { 8, 2, 25, 25, 0xFF };
|
||||
static CollisionCheckInfoInit2 D_80A1FB94 = { 8, 2, 25, 25, MASS_IMMOVABLE };
|
||||
|
||||
static struct_80034EC0_Entry D_80A1FBA0[] = {
|
||||
{ 0x06006CF8, 0.0f, 0.0f, -1.0f, 0x03, 0.0f },
|
||||
|
@ -116,17 +130,17 @@ Vec3f* EnFw_GetPosAdjAroundCircle(Vec3f* dst, EnFw* this, f32 radius, s16 dir) {
|
|||
}
|
||||
|
||||
s32 EnFw_CheckCollider(EnFw* this, GlobalContext* globalCtx) {
|
||||
ColliderBody* body;
|
||||
ColliderInfo* info;
|
||||
s32 phi_return;
|
||||
|
||||
if (this->collider.base.acFlags & 2) {
|
||||
body = &this->collider.list[0].body;
|
||||
if (body->acHitItem->toucher.flags & 0x80) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
info = &this->collider.elements[0].info;
|
||||
if (info->acHitInfo->toucher.dmgFlags & 0x80) {
|
||||
this->lastDmgHook = true;
|
||||
} else {
|
||||
this->lastDmgHook = false;
|
||||
}
|
||||
this->collider.base.acFlags &= ~2;
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
if (Actor_ApplyDamage(&this->actor) <= 0) {
|
||||
if (this->actor.parent->colChkInfo.health <= 8) {
|
||||
func_80032C7C(globalCtx, &this->actor);
|
||||
|
@ -174,7 +188,7 @@ void EnFw_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 20.0f);
|
||||
Collider_InitJntSph(globalCtx, &this->collider);
|
||||
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->sphs);
|
||||
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x10), &D_80A1FB94);
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x10), &D_80A1FB94);
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
this->runDirection = -this->actor.params;
|
||||
this->actionFunc = EnFw_Bounce;
|
||||
|
@ -369,7 +383,7 @@ void EnFw_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
|
|||
Matrix_MultVec3f(&zeroVec, &this->actor.posRot2.pos);
|
||||
}
|
||||
|
||||
func_800628A4(limbIndex, &this->collider);
|
||||
Collider_UpdateSpheres(limbIndex, &this->collider);
|
||||
}
|
||||
|
||||
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -26,7 +26,7 @@ typedef struct EnFw {
|
|||
/* 0x014C */ SkelAnime skelAnime;
|
||||
/* 0x0190 */ EnFwActionFunc actionFunc;
|
||||
/* 0x0194 */ ColliderJntSph collider;
|
||||
/* 0x01B4 */ ColliderJntSphItem sphs[1];
|
||||
/* 0x01B4 */ ColliderJntSphElement sphs[1];
|
||||
/* 0x01F4 */ Vec3f bompPos;
|
||||
/* 0x0200 */ u8 lastDmgHook;
|
||||
/* 0x0202 */ s16 runDirection;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue