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