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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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@ -36,8 +36,22 @@ const ActorInit Shot_Sun_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000020, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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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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{ 0x00000020, 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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{ 30, 60, 0, { 0, 0, 0 } },
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};
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@ -151,7 +165,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f spawnPos;
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if (this->collider.base.acFlags & 2) {
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if (this->collider.base.acFlags & AC_HIT) {
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST);
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if (INV_CONTENT(SLOT_ARROW_FIRE) == ITEM_NONE) {
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@ -179,7 +193,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx) {
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this->hitboxPos = cylinderPos;
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func_80062718(&this->collider, &cylinderPos);
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Collider_SetCylinderPosition(&this->collider, &cylinderPos);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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