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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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@ -74,14 +74,42 @@ static u8 sLowerRiverSpawned = false;
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static u8 sUpperRiverSpawned = false;
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static ColliderCylinderInit sCylinderInit1 = {
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{ COLTYPE_UNK5, 0x00, 0x09, 0x01, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HIT5,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON,
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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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{ 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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{ 15, 25, 4, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sCylinderInit2 = {
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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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{ 15, 25, 4, { 0, 0, 0 } },
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};
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@ -199,7 +227,7 @@ void EnNiw_Init(Actor* thisx, GlobalContext* globalCtx) {
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switch (this->actor.params) {
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case 0xA:
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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case 0xD:
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case 0xE:
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit2);
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@ -835,8 +863,8 @@ void func_80AB7420(EnNiw* this, GlobalContext* globalCtx) {
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void func_80AB747C(EnNiw* this, GlobalContext* globalCtx) {
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if (this->unk_2A8 == 0 && this->actor.params != 0xA && this->actionFunc != func_80AB6450 &&
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this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->sfxTimer1 = 30;
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if (this->unk_2A4 > 0 && D_80AB85E0 == 0) {
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this->unk_2A4--;
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@ -1071,15 +1099,15 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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if (this->unk_2A8 == 0) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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if (thisx->params != 0xA && thisx->params != 0xD && thisx->params != 0xE && thisx->params != 4) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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if (this->actionFunc != func_80AB6BF8 && this->actionFunc != func_80AB6D08 &&
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this->actionFunc != func_80AB6324 && this->actionFunc != func_80AB63A8 &&
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this->actionFunc != func_80AB6450) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &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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}
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