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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

@ -37,8 +37,22 @@ const ActorInit En_Heishi4_InitVars = {
static u32 sFaceReactionSets[] = { 6, 7 };
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 33, 40, 0, { 0, 0, 0 } },
};
@ -53,7 +67,7 @@ void EnHeishi4_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(thisx, 0.01f);
this->type = thisx->params & 0xFF;
thisx->colChkInfo.mass = 0xFF;
thisx->colChkInfo.mass = MASS_IMMOVABLE;
this->pos = thisx->posRot.pos;
thisx->unk_1F = 6;
if (this->type == HEISHI4_AT_MARKET_DYING) {
@ -350,8 +364,8 @@ void EnHeishi4_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
Actor_MoveForward(thisx);
func_8002E4B4(globalCtx, thisx, 10.0f, 10.0f, 30.0f, 0x1D);
Collider_CylinderUpdate(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
s32 EnHeishi_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,