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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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@ -42,9 +42,22 @@ const ActorInit En_Gm_InitVars = {
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NULL,
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};
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static ColliderCylinderInit_Set3 sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x00, 0x39, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 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_NONE,
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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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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 100, 120, 0, { 0, 0, 0 } },
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};
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@ -101,10 +114,10 @@ void func_80A3D838(EnGm* this, GlobalContext* globalCtx) {
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0.0f);
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this->actor.draw = EnGm_Draw;
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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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Actor_SetScale(&this->actor, 0.05f);
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->eyeTexIndex = 0;
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this->blinkTimer = 20;
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this->actor.textId = 0x3049;
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@ -167,8 +180,8 @@ void func_80A3DB04(EnGm* this, GlobalContext* globalCtx) {
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this->actionFunc = func_80A3DC44;
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} else if (func_8002F194(&this->actor, globalCtx)) {
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this->actionFunc = func_80A3DBF4;
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} else if ((this->collider.base.maskA & 2) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
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this->collider.base.acFlags &= ~2;
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} else if ((this->collider.base.ocFlags1 & OC1_HIT) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
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this->collider.base.acFlags &= ~AC_HIT;
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func_8002F2CC(&this->actor, globalCtx, 415.0f);
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}
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}
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@ -207,8 +220,8 @@ void func_80A3DC44(EnGm* this, GlobalContext* globalCtx) {
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this->actionFunc = EnGm_ProcessChoiceIndex;
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}
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if ((this->collider.base.maskA & 2) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
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this->collider.base.acFlags &= ~2;
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if ((this->collider.base.ocFlags1 & OC1_HIT) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
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this->collider.base.acFlags &= ~AC_HIT;
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func_8002F2CC(&this->actor, globalCtx, 415.0f);
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}
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}
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