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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

@ -29,8 +29,14 @@ const ActorInit Obj_Dekujr_InitVars = {
(ActorFunc)ObjDekujr_Draw,
};
static ColliderCylinderInit_Actor sCylinderInit = {
{ NULL, 0x00, 0x00, 0x39, COLSHAPE_CYLINDER },
static ColliderCylinderInitToActor sCylinderInit = {
{
NULL,
0x00,
0x00,
0x39,
COLSHAPE_CYLINDER,
},
{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
{ 60, 80, 0, { 0, 0, 0 } },
};
@ -59,8 +65,8 @@ void ObjDekujr_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
Collider_InitCylinder(globalCtx, &this->collider);
sCylinderInit.base.actor = thisx; // thisx required to match here
Collider_SetCylinder_Actor(globalCtx, &this->collider, &sCylinderInit);
this->actor.colChkInfo.mass = 0xFF;
Collider_SetCylinderToActor(globalCtx, &this->collider, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.textId = func_80037C30(globalCtx, 0xF);
Actor_SetScale(&this->actor, 0.4f);
}
@ -127,7 +133,7 @@ void ObjDekujr_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjDekujr* this = THIS;
s32 pad;
Collider_CylinderUpdate(&this->actor, &this->collider);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if ((gSaveContext.cutsceneIndex >= 0xFFF0) && (this->unk_19B == 0)) {
this->unk_19C = 0;