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