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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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@ -39,8 +39,22 @@ const ActorInit En_Zl1_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK0, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x01, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_NONE,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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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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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 20, 46, 0, { 0, 0, 0 } },
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};
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@ -145,7 +159,7 @@ void func_80B4AF18(EnZl1* this, GlobalContext* globalCtx) {
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func_8002F2F4(&this->actor, globalCtx);
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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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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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@ -552,7 +566,7 @@ void EnZl1_Update(Actor* thisx, GlobalContext* globalCtx) {
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 5);
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this->actionFunc(this, globalCtx);
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if (this->actionFunc != func_80B4B8B4) {
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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_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.posRot.rot.x, 0xA, 0x3E8, 1);
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