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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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@ -43,14 +43,58 @@ const ActorInit En_Rd_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK0, 0x00, 0x09, 0x09, 0x10, COLSHAPE_CYLINDER },
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{ 0x01, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x05, 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_PLAYER,
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OC2_TYPE_1,
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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 | BUMP_HOOKABLE,
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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 DamageTable sDamageTable = {
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0x00, 0xF2, 0x00, 0x00, 0x00, 0x00, 0xF2, 0x10, 0xF1, 0xF2, 0xF4, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0xE4, 0x60, 0xD3, 0x00, 0x00, 0xF1, 0xF4, 0xF2, 0xF2, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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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(0, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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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(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(4, 0xE),
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/* Ice magic */ DMG_ENTRY(0, 0x6),
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/* Light magic */ DMG_ENTRY(3, 0xD),
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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, 0x0),
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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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@ -101,7 +145,7 @@ void EnRd_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->unk_310 = this->unk_30E = 0;
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thisx->posRot2.pos = thisx->posRot.pos;
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thisx->posRot2.pos.y += 50.0f;
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thisx->colChkInfo.mass = 0xFE;
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thisx->colChkInfo.mass = MASS_HEAVY;
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thisx->colChkInfo.health = 8;
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this->unk_314 = this->unk_31D = 0xFF;
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this->unk_312 = (thisx->params & 0xFF00) >> 8;
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@ -713,12 +757,12 @@ void func_80AE4114(EnRd* this, GlobalContext* globalCtx) {
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return;
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}
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if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->unk_31C = this->actor.colChkInfo.damageEffect;
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if (this->unk_31B != 11) {
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func_80035650(&this->actor, &this->collider.body, 1);
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func_80035650(&this->actor, &this->collider.info, 1);
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if (player->unk_844 != 0) {
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this->unk_31D = player->unk_845;
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}
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@ -754,10 +798,10 @@ void func_80AE4114(EnRd* this, GlobalContext* globalCtx) {
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}
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void EnRd_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnRd* this = THIS;
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CollisionCheckContext* colChkCtx = &globalCtx->colChkCtx;
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Player* player = PLAYER;
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ColliderCylinder* collider = &this->collider;
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s32 pad2;
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func_80AE4114(this, globalCtx);
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@ -788,10 +832,10 @@ void EnRd_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.posRot2.pos.y += 50.0f;
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if ((this->actor.colChkInfo.health > 0) && (this->unk_31B != 8)) {
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Collider_CylinderUpdate(&this->actor, collider);
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CollisionCheck_SetOC(globalCtx, colChkCtx, &collider->base);
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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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if ((this->unk_31B != 9) || ((player->unk_844 != 0) && (player->unk_845 != this->unk_31D))) {
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CollisionCheck_SetAC(globalCtx, colChkCtx, &collider->base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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}
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