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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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@ -54,12 +54,26 @@ const ActorInit En_Kusa_InitVars = {
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static s16 sObjectIds[] = { OBJECT_GAMEPLAY_FIELD_KEEP, OBJECT_KUSA, OBJECT_KUSA };
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x29, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x4FC00758, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_2,
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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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{ 0x4FC00758, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 12, 44, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 30, 0xFF };
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 30, MASS_IMMOVABLE };
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static Vec3f D_80A9C23C[] = {
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{ 0.0f, 0.7071f, 0.7071f },
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@ -212,7 +226,7 @@ void EnKusa_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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}
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void EnKusa_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -225,7 +239,7 @@ void EnKusa_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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EnKusa_InitCollider(thisx, globalCtx);
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func_80061ED4(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (this->actor.shape.rot.y == 0) {
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s16 rand = Rand_ZeroFloat(0x10000);
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@ -288,8 +302,8 @@ void func_80A9B8D8(EnKusa* this, GlobalContext* globalCtx) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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EnKusa_SetupLiftedUp(this);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_PL_PULL_UP_PLANT);
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} else if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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} else if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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EnKusa_SpawnFragments(this, globalCtx);
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EnKusa_DropCollectible(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_PLANT_BROKEN);
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@ -306,12 +320,12 @@ void func_80A9B8D8(EnKusa* this, GlobalContext* globalCtx) {
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func_80A9BEAC(this);
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this->actor.flags |= 0x800;
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} else {
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if (!(this->collider.base.maskA & 8) && (this->actor.xzDistToLink > 12.0f)) {
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this->collider.base.maskA |= 8;
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if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToLink > 12.0f)) {
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this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER;
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}
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if (this->actor.xzDistToLink < 600.0f) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (this->actor.xzDistToLink < 400.0f) {
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@ -399,7 +413,7 @@ void func_80A9BC1C(EnKusa* this, GlobalContext* globalCtx) {
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func_80A9B174(&this->actor.velocity, 0.05f);
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func_8002D7EC(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
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Collider_CylinderUpdate(&this->actor, &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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}
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@ -458,7 +472,7 @@ void func_80A9C068(EnKusa* this, GlobalContext* globalCtx) {
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if (sp24) {
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Actor_SetScale(&this->actor, 0.4f);
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func_80A9B89C(this);
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this->collider.base.maskA &= ~8;
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this->collider.base.ocFlags1 &= ~OC1_TYPE_PLAYER;
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}
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}
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