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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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@ -31,12 +31,26 @@ const ActorInit Obj_Hamishi_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 }, { 0x4FC1FFF6, 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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{ 0x4FC1FFF6, 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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{ 50, 70, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 0xC, 0x3C, 0xFF };
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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static s16 sEffectScales[] = {
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145, 135, 115, 85, 75, 53, 45, 40, 35,
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@ -54,7 +68,7 @@ void ObjHamishi_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 ObjHamishi_Shake(ObjHamishi* this) {
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@ -119,11 +133,11 @@ void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
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}
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EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.posRot.pos, gravity, phi_v0, 30, 5, 0,
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sEffectScales[i], 3, 0, 70, 1, OBJECT_GAMEPLAY_FIELD_KEEP, &D_0500A5E8);
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sEffectScales[i], 3, 0, 70, 1, OBJECT_GAMEPLAY_FIELD_KEEP, D_0500A5E8);
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}
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func_80033480(globalCtx, &this->actor.posRot, 140.0f, 6, 180, 90, 1);
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func_80033480(globalCtx, &this->actor.posRot, 140.0f, 12, 80, 90, 1);
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func_80033480(globalCtx, &this->actor.posRot.pos, 140.0f, 6, 180, 90, 1);
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func_80033480(globalCtx, &this->actor.posRot.pos, 140.0f, 12, 80, 90, 1);
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}
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void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -139,7 +153,7 @@ void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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ObjHamishi_InitCollision(&this->actor, globalCtx);
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func_80061ED4(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (Flags_GetSwitch(globalCtx, this->actor.params & 0x3F)) {
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Actor_Kill(&this->actor);
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@ -162,8 +176,8 @@ void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjHamishi_Shake(this);
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if ((this->collider.base.acFlags & 2) && (this->collider.body.acHitItem->toucher.flags & 0x40000040)) {
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this->collider.base.acFlags &= ~2;
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if ((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x40000040)) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->hitCount++;
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if (this->hitCount < 2) {
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this->shakeFrames = 15;
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@ -176,11 +190,11 @@ void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_Kill(&this->actor);
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}
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} else {
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this->collider.base.acFlags &= ~2;
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.xzDistToLink < 600.0f) {
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CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider);
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CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
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CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider.base);
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}
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}
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}
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@ -193,7 +207,7 @@ void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_hamishi.c", 404),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
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gSPDisplayList(POLY_OPA_DISP++, &D_0500A3B8);
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gSPDisplayList(POLY_OPA_DISP++, D_0500A3B8);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_obj_hamishi.c", 411);
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}
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