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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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@ -47,8 +47,22 @@ const ActorInit En_Wood02_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK13, 0x00, 0x0D, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x05, { 0x00000000, 0x00, 0x00 }, { 0x0FC0074A, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_TREE,
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AT_NONE,
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AC_ON | AC_HARD | 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_UNK5,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x0FC0074A, 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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{ 18, 60, 0, { 0, 0, 0 } },
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};
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@ -265,7 +279,7 @@ void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx2) {
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}
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ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
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this->actor.initPosRot.rot.y = 0;
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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}
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void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -306,8 +320,8 @@ void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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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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Audio_PlayActorSound2(&this->actor, NA_SE_IT_REFLECTION_WOOD);
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}
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@ -347,7 +361,7 @@ void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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if (this->actor.xzDistToLink < 600.0f) {
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Collider_CylinderUpdate(&this->actor, &this->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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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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