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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:
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commit
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487 changed files with 14371 additions and 4713 deletions
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@ -70,42 +70,151 @@ void EnMb_SetupAction(EnMb* this, EnMbActionFunc actionFunc) {
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}
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK0, 0x00, 0x09, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x01, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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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_UNK1,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 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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{ 20, 70, 0, { 0, 0, 0 } },
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};
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static ColliderTrisItemInit sTrisItemsInit[2] = {
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static ColliderTrisElementInit sTrisElementsInit[2] = {
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{
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x0D, 0x00 },
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
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OCELEM_NONE,
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},
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{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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},
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{
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x0D, 0x00 },
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
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OCELEM_NONE,
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},
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{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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},
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};
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static ColliderTrisInit sTrisInit = {
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{ COLTYPE_METAL_SHIELD, 0x00, 0x0D, 0x00, 0x00, COLSHAPE_TRIS },
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{
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COLTYPE_METAL,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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2,
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sTrisItemsInit,
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sTrisElementsInit,
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};
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static ColliderQuadInit sQuadInit = {
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{ COLTYPE_UNK10, 0x11, 0x00, 0x00, 0x00, COLSHAPE_QUAD },
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{ 0x00, { 0xFFCFFFFF, 0x00, 0x08 }, { 0x00000000, 0x00, 0x00 }, 0x01, 0x00, 0x00 },
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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static DamageTable sDamageTable = {
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0x50, 0xF2, 0xF1, 0xF2, 0x10, 0xF2, 0xF2, 0xF2, 0xF1, 0xF2, 0xF4, 0xF2, 0x64, 0xF2, 0xF4, 0xF2,
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0xF2, 0x50, 0x63, 0x50, 0x00, 0x00, 0xF1, 0xF4, 0xF2, 0xF2, 0xF8, 0xF4, 0x50, 0x00, 0xF4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x5),
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/* Deku stick */ DMG_ENTRY(2, 0xF),
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/* Slingshot */ DMG_ENTRY(1, 0xF),
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/* Explosive */ DMG_ENTRY(2, 0xF),
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/* Boomerang */ DMG_ENTRY(0, 0x1),
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/* Normal arrow */ DMG_ENTRY(2, 0xF),
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/* Hammer swing */ DMG_ENTRY(2, 0xF),
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/* Hookshot */ DMG_ENTRY(2, 0xF),
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/* Kokiri sword */ DMG_ENTRY(1, 0xF),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(2, 0xF),
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/* Ice arrow */ DMG_ENTRY(4, 0x6),
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/* Light arrow */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0xF),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
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/* Fire magic */ DMG_ENTRY(0, 0x5),
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/* Ice magic */ DMG_ENTRY(3, 0x6),
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/* Light magic */ DMG_ENTRY(0, 0x5),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(2, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 1 */ DMG_ENTRY(0, 0x5),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static DamageTable sBigMoblinDamageTable = {
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0x50, 0xF2, 0x00, 0xF2, 0x00, 0xF2, 0xF2, 0x10, 0xF1, 0xF2, 0xF4, 0xF2, 0x64, 0xF2, 0xF4, 0xF2,
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0xF2, 0x50, 0x63, 0x50, 0x00, 0x00, 0xF1, 0xF4, 0xF2, 0xF2, 0xF8, 0xF4, 0x50, 0x00, 0xF4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x5),
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/* Deku stick */ DMG_ENTRY(2, 0xF),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0xF),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(2, 0xF),
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/* Hammer swing */ DMG_ENTRY(2, 0xF),
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/* Hookshot */ DMG_ENTRY(0, 0x1),
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/* Kokiri sword */ DMG_ENTRY(1, 0xF),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(2, 0xF),
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/* Ice arrow */ DMG_ENTRY(4, 0x6),
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/* Light arrow */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0xF),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
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/* Fire magic */ DMG_ENTRY(0, 0x5),
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/* Ice magic */ DMG_ENTRY(3, 0x6),
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/* Light magic */ DMG_ENTRY(0, 0x5),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(2, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 1 */ DMG_ENTRY(0, 0x5),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static InitChainEntry sInitChain[] = {
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@ -122,7 +231,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 46.0f);
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.colChkInfo.damageTable = &sDamageTable;
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Collider_InitCylinder(globalCtx, &this->collider1);
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Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
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@ -136,7 +245,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008F38, &D_060028E0, this->jointTable,
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this->morphTable, 28);
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this->actor.colChkInfo.health = 2;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->unk_360 = 1000.0f;
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this->unk_364 = 1750.0f;
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func_80AA6830(this);
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@ -145,7 +254,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06014190, &D_0600EBE4, this->jointTable,
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this->morphTable, 28);
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this->actor.colChkInfo.health = 6;
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.colChkInfo.damageTable = &sBigMoblinDamageTable;
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Actor_SetScale(&this->actor, 0.02f);
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this->collider1.dim.height = 170;
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@ -154,7 +263,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.uncullZoneScale = 800.0f;
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this->actor.uncullZoneDownward = 1800.0f;
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this->unk_364 = 710.0f;
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this->collider2.body.toucher.flags = 0x20000000;
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this->collider2.info.toucher.dmgFlags = 0x20000000;
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yawDiff = (this->actor.posRot.rot.y - Math_Vec3f_Yaw(&this->actor.posRot.pos, &player->actor.posRot.pos));
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if (ABS(yawDiff) > 0x4000) {
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@ -175,7 +284,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.params = 1;
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this->waypoint = 0;
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this->actor.colChkInfo.health = 1;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->unk_360 = 350.0f;
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this->unk_364 = 1750.0f;
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this->actor.flags &= ~1;
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@ -679,8 +788,8 @@ void func_80AA7938(EnMb* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, sp4C[this->attackParams - 1] + this->actor.posRot.rot.y, 1, 0x2EE, 0);
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if (this->collider2.base.atFlags & 2) {
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this->collider2.base.atFlags &= ~2;
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if (this->collider2.base.atFlags & AT_HIT) {
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this->collider2.base.atFlags &= ~AT_HIT;
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if (this->collider2.base.at == &player->actor) {
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u8 oldInvincibilityTimer = player->invincibilityTimer;
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@ -755,7 +864,7 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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}
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}
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}
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if (this->collider2.base.atFlags & 2) {
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if (this->collider2.base.atFlags & AT_HIT) {
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if (this->collider2.base.at == &player->actor) {
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if ((sp48 == 0) && !(player->stateFlags2 & 0x80)) {
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if (player->invincibilityTimer < 0) {
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@ -766,7 +875,7 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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globalCtx->damagePlayer(globalCtx, -8);
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}
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}
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if (!(this->collider2.base.atFlags & 4)) {
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if (!(this->collider2.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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if (globalCtx->grabPlayer(globalCtx, player) != 0) {
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@ -775,7 +884,7 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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}
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sp4C = 1;
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} else {
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this->collider2.base.atFlags &= ~2;
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this->collider2.base.atFlags &= ~AT_HIT;
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}
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}
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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@ -790,7 +899,7 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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}
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if (sp48 != 0) {
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if ((sp4C != 0) || (player->stateFlags2 & 0x80)) {
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this->collider2.base.atFlags &= ~2;
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this->collider2.base.atFlags &= ~AT_HIT;
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if (player->stateFlags2 & 0x80) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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@ -821,7 +930,7 @@ void func_80AA800C(EnMb* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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}
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}
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if (this->collider2.base.atFlags & 2) {
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if (this->collider2.base.atFlags & AT_HIT) {
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if (this->collider2.base.at == &player->actor) {
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if ((sp50 == 0) && !(player->stateFlags2 & 0x80)) {
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if (player->invincibilityTimer < 0) {
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@ -832,7 +941,7 @@ void func_80AA800C(EnMb* this, GlobalContext* globalCtx) {
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globalCtx->damagePlayer(globalCtx, -8);
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}
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}
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if (!(this->collider2.base.atFlags & 4)) {
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if (!(this->collider2.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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if (globalCtx->grabPlayer(globalCtx, player) != 0) {
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@ -841,7 +950,7 @@ void func_80AA800C(EnMb* this, GlobalContext* globalCtx) {
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}
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sp54 = 1;
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} else {
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this->collider2.base.atFlags &= ~2;
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this->collider2.base.atFlags &= ~AT_HIT;
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}
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}
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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@ -856,7 +965,7 @@ void func_80AA800C(EnMb* this, GlobalContext* globalCtx) {
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}
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if (sp50 != 0) {
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if ((sp54 != 0) || (player->stateFlags2 & 0x80)) {
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this->collider2.base.atFlags &= ~2;
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this->collider2.base.atFlags &= ~AT_HIT;
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if (player->stateFlags2 & 0x80) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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@ -1193,8 +1302,8 @@ void func_80AA92B8(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_MultVec3f(&D_80AA9D9C, &this->collider2.dim.quad[0]);
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Matrix_MultVec3f(&D_80AA9DA8, &this->collider2.dim.quad[3]);
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Matrix_MultVec3f(&D_80AA9DB4, &this->collider2.dim.quad[2]);
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func_80062734(&this->collider2, &this->collider2.dim.quad[0], &this->collider2.dim.quad[1],
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&this->collider2.dim.quad[2], &this->collider2.dim.quad[3]);
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Collider_SetQuadVertices(&this->collider2, &this->collider2.dim.quad[0], &this->collider2.dim.quad[1],
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&this->collider2.dim.quad[2], &this->collider2.dim.quad[3]);
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}
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void func_80AA9440(Actor* thisx, GlobalContext* globalCtx) {
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@ -1208,20 +1317,20 @@ void func_80AA9440(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_MultVec3f(&D_80AA9DCC, &this->collider2.dim.quad[0]);
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Matrix_MultVec3f(&D_80AA9DD8, &this->collider2.dim.quad[3]);
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Matrix_MultVec3f(&D_80AA9DE4, &this->collider2.dim.quad[2]);
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func_80062734(&this->collider2, &this->collider2.dim.quad[0], &this->collider2.dim.quad[1],
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&this->collider2.dim.quad[2], &this->collider2.dim.quad[3]);
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Collider_SetQuadVertices(&this->collider2, &this->collider2.dim.quad[0], &this->collider2.dim.quad[1],
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&this->collider2.dim.quad[2], &this->collider2.dim.quad[3]);
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}
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void func_80AA94D8(EnMb* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (this->collider3.base.acFlags & 2) {
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this->collider3.base.acFlags &= ~0x82;
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this->collider1.base.acFlags &= ~2;
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if (this->collider3.base.acFlags & AC_HIT) {
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this->collider3.base.acFlags &= ~(AC_HIT | AC_BOUNCED);
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this->collider1.base.acFlags &= ~AC_HIT;
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return;
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}
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if ((this->collider1.base.acFlags & 2) && (this->unk_320 >= 5)) {
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this->collider1.base.acFlags &= ~2;
|
||||
if ((this->collider1.base.acFlags & AC_HIT) && (this->unk_320 >= 5)) {
|
||||
this->collider1.base.acFlags &= ~AC_HIT;
|
||||
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 5)) {
|
||||
if ((player->stateFlags2 & 0x80) && &this->actor == player->actor.parent) {
|
||||
player->stateFlags2 &= ~0x80;
|
||||
|
@ -1231,7 +1340,7 @@ void func_80AA94D8(EnMb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->unk_188 = this->actor.colChkInfo.damageEffect;
|
||||
this->attackParams = 0;
|
||||
func_80035650(&this->actor, &this->collider1.body, 0);
|
||||
func_80035650(&this->actor, &this->collider1.info, 0);
|
||||
if ((this->actor.colChkInfo.damageEffect == 1) || (this->actor.colChkInfo.damageEffect == 6)) {
|
||||
if (this->unk_320 != 5) {
|
||||
Actor_ApplyDamage(&this->actor);
|
||||
|
@ -1267,7 +1376,7 @@ void EnMb_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(thisx);
|
||||
func_8002E4B4(globalCtx, thisx, 40.0f, 40.0f, 70.0f, 0x1D);
|
||||
Actor_SetHeight(thisx, thisx->scale.x * 4500.0f);
|
||||
Collider_CylinderUpdate(thisx, &this->collider1);
|
||||
Collider_UpdateCylinder(thisx, &this->collider1);
|
||||
if (thisx->colChkInfo.health <= 0) {
|
||||
this->collider1.dim.pos.x += (Math_SinS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
this->collider1.dim.pos.z += (Math_CosS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
|
@ -1378,8 +1487,8 @@ void EnMb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Matrix_MultVec3f(&D_80AA9E20[i], &phi_s2[i]);
|
||||
Matrix_MultVec3f(&D_80AA9E44[i], &phi_s0[i]);
|
||||
}
|
||||
func_800627A0(&this->collider3, 0, &phi_s2[0], &phi_s2[1], &phi_s2[2]);
|
||||
func_800627A0(&this->collider3, 1, &phi_s0[0], &phi_s0[1], &phi_s0[2]);
|
||||
Collider_SetTrisVertices(&this->collider3, 0, &phi_s2[0], &phi_s2[1], &phi_s2[2]);
|
||||
Collider_SetTrisVertices(&this->collider3, 1, &phi_s0[0], &phi_s0[1], &phi_s0[2]);
|
||||
}
|
||||
if (this->unk_328 != 0) {
|
||||
thisx->dmgEffectTimer++;
|
||||
|
|
|
@ -36,7 +36,7 @@ typedef struct EnMb {
|
|||
/* 0x0368 */ ColliderCylinder collider1;
|
||||
/* 0x03B4 */ ColliderQuad collider2;
|
||||
/* 0x0434 */ ColliderTris collider3;
|
||||
/* 0x0454 */ ColliderTrisItem collider3Items[2];
|
||||
/* 0x0454 */ ColliderTrisElement collider3Items[2];
|
||||
} EnMb; // size = 0x050C
|
||||
|
||||
extern const ActorInit En_Mb_InitVars;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue