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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>
This commit is contained in:
petrie911 2021-01-17 20:13:36 -06:00 committed by GitHub
parent f786f958bb
commit 02994f5339
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
487 changed files with 14371 additions and 4713 deletions

View file

@ -47,8 +47,22 @@ const ActorInit En_Wood02_InitVars = {
};
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK13, 0x00, 0x0D, 0x39, 0x10, COLSHAPE_CYLINDER },
{ 0x05, { 0x00000000, 0x00, 0x00 }, { 0x0FC0074A, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
{
COLTYPE_TREE,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK5,
{ 0x00000000, 0x00, 0x00 },
{ 0x0FC0074A, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 18, 60, 0, { 0, 0, 0 } },
};
@ -265,7 +279,7 @@ void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx2) {
}
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
this->actor.initPosRot.rot.y = 0;
this->actor.colChkInfo.mass = 0xFF;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
}
void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -306,8 +320,8 @@ void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
if (this->collider.base.acFlags & 2) {
this->collider.base.acFlags &= ~2;
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Audio_PlayActorSound2(&this->actor, NA_SE_IT_REFLECTION_WOOD);
}
@ -347,7 +361,7 @@ void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
if (this->actor.xzDistToLink < 600.0f) {
Collider_CylinderUpdate(&this->actor, &this->collider);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}