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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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@ -32,17 +32,26 @@ const ActorInit Obj_Bombiwa_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK12, 0x00, 0x0D, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x4FC1FFFE, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HARD,
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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_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x4FC1FFFE, 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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{ 55, 70, 0, { 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = {
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0x00,
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0x000C,
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0x003C,
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0xFF,
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 0x64, ICHAIN_CONTINUE),
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@ -62,7 +71,7 @@ void ObjBombiwa_InitCollision(Actor* thisx, GlobalContext* globalCtx) {
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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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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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}
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void ObjBombiwa_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -71,7 +80,7 @@ void ObjBombiwa_Init(Actor* thisx, GlobalContext* globalCtx) {
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if ((Flags_GetSwitch(globalCtx, thisx->params & 0x3F) != 0)) {
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Actor_Kill(thisx);
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} else {
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func_80061ED4(&thisx->colChkInfo, NULL, &sColChkInfoInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
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if (thisx->shape.rot.y == 0) {
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s16 rand = (s16)Rand_ZeroFloat(65536.0f);
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thisx->posRot.rot.y = rand;
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@ -117,8 +126,8 @@ void ObjBombiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjBombiwa* this = THIS;
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s32 pad;
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if (func_80033684(globalCtx, &this->actor) != NULL ||
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((this->collider.base.acFlags & 2) != 0 && (this->collider.body.acHitItem->toucher.flags & 0x40000040) != 0)) {
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if ((func_80033684(globalCtx, &this->actor) != NULL) ||
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((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x40000040))) {
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ObjBombiwa_Break(this, globalCtx);
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Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 80, NA_SE_EV_WALL_BROKEN);
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@ -127,10 +136,10 @@ void ObjBombiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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Actor_Kill(&this->actor);
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} else {
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this->collider.base.acFlags &= ~0x2;
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.xzDistToLink < 800.0f) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &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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}
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}
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