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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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@ -43,8 +43,14 @@ void func_80AF321C(EnRu2* this, GlobalContext* globalCtx);
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void func_80AF2AB4(EnRu2* this, GlobalContext* globalCtx);
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static ColliderCylinderInit_Set3 sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, COLSHAPE_CYLINDER },
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static ColliderCylinderInitType1 sCylinderInit = {
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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_NONE,
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COLSHAPE_CYLINDER,
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},
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000080, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ 30, 100, 0, { 0 } },
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};
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@ -96,17 +102,14 @@ void func_80AF2550(Actor* thisx, GlobalContext* globalCtx) {
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EnRu2* this = THIS;
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder_Set3(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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}
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void func_80AF259C(EnRu2* this, GlobalContext* globalCtx) {
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s32 pad;
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ColliderCylinder* collider = &this->collider;
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Actor* thisx = &this->actor;
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s32 pad2[2];
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s32 pad[5];
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Collider_CylinderUpdate(thisx, collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, 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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}
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void EnRu2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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