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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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@ -32,8 +32,38 @@ void func_80AE5938(EnReeba* this, GlobalContext* globalCtx);
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void func_80AE5A9C(EnReeba* this, GlobalContext* globalCtx);
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static DamageTable sDamageTable = {
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0x00, 0xE2, 0xE1, 0xE2, 0xC1, 0xE2, 0xE2, 0xD2, 0xE1, 0xE4, 0xE6, 0xE2, 0x34, 0xE2, 0xE2, 0xE2,
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0xE2, 0x00, 0x34, 0x00, 0x00, 0x00, 0xE2, 0xE8, 0xE4, 0xE2, 0xE8, 0xE4, 0x10, 0x00, 0x00, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(2, 0xE),
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/* Slingshot */ DMG_ENTRY(1, 0xE),
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/* Explosive */ DMG_ENTRY(2, 0xE),
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/* Boomerang */ DMG_ENTRY(1, 0xC),
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/* Normal arrow */ DMG_ENTRY(2, 0xE),
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/* Hammer swing */ DMG_ENTRY(2, 0xE),
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/* Hookshot */ DMG_ENTRY(2, 0xD),
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/* Kokiri sword */ DMG_ENTRY(1, 0xE),
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/* Master sword */ DMG_ENTRY(4, 0xE),
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/* Giant's Knife */ DMG_ENTRY(6, 0xE),
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/* Fire arrow */ DMG_ENTRY(2, 0xE),
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/* Ice arrow */ DMG_ENTRY(4, 0x3),
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/* Light arrow */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 1 */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(4, 0x3),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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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(2, 0xE),
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/* Giant spin */ DMG_ENTRY(8, 0xE),
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/* Master spin */ DMG_ENTRY(4, 0xE),
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/* Kokiri jump */ DMG_ENTRY(2, 0xE),
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/* Giant jump */ DMG_ENTRY(8, 0xE),
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/* Master jump */ DMG_ENTRY(4, 0xE),
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/* Unknown 1 */ DMG_ENTRY(0, 0x1),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(0, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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const ActorInit En_Reeba_InitVars = {
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@ -49,8 +79,22 @@ const ActorInit En_Reeba_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK5, 0x11, 0x09, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0xFFCFFFFF, 0x08, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x01, 0x05, 0x01 },
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{
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COLTYPE_HIT5,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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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_UNK0,
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{ 0xFFCFFFFF, 0x08, 0x08 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON | BUMP_HOOKABLE,
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OCELEM_ON,
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},
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{ 20, 40, 0, { 0, 0, 0 } },
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};
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@ -67,7 +111,7 @@ void EnReeba_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.gravity = -3.5f;
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this->actor.posRot2.pos = this->actor.posRot.pos;
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SkelAnime_Init(globalCtx, &this->skelanime, &D_06001EE8, &D_060001E4, this->jointTable, this->morphTable, 18);
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = 4;
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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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@ -80,8 +124,8 @@ void EnReeba_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->scale *= 1.5f;
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n" VT_RST, this->scale);
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this->actor.colChkInfo.health = 20;
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this->collider.body.toucher.effect = 4;
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this->collider.body.toucher.damage = 16;
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this->collider.info.toucher.effect = 4;
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this->collider.info.toucher.damage = 16;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_ENEMY);
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}
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@ -471,8 +515,8 @@ void func_80AE5E48(EnReeba* this, GlobalContext* globalCtx) {
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}
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void func_80AE5EDC(EnReeba* this, GlobalContext* globalCtx) {
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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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if ((this->actionfunc != func_80AE5C38) && (this->actionfunc != func_80AE5854)) {
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this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
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@ -562,8 +606,8 @@ void EnReeba_Update(Actor* thisx, GlobalContext* globalCtx2) {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 35.0f, 60.0f, 60.0f, 0x1D);
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if (this->collider.base.atFlags & 4) {
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this->collider.base.atFlags &= ~4;
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if (this->collider.base.atFlags & AT_BOUNCED) {
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this->collider.base.atFlags &= ~AT_BOUNCED;
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if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) {
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this->actor.speedXZ = 8.0f;
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@ -574,8 +618,8 @@ void EnReeba_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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}
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if (this->collider.base.atFlags & 2) {
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this->collider.base.atFlags &= ~2;
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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if ((this->collider.base.at == &player->actor) && !this->isBig && (this->actionfunc != func_80AE56E0)) {
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this->actionfunc = func_80AE5688;
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}
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@ -589,7 +633,7 @@ void EnReeba_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->actor.posRot2.pos.y += 30.0f;
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}
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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 ((this->actor.shape.unk_08 >= -700.0f) && (this->actor.colChkInfo.health > 0) &&
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(this->actionfunc != func_80AE56E0)) {
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