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z_collision_check.c (#73)
* func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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parent
f9bdb1d58a
commit
aa91a7ee32
873 changed files with 6121 additions and 10660 deletions
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@ -33,12 +33,12 @@ const ActorInit En_Dog_InitVars = {
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};
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static ColliderCylinderInit cylinderInit = {
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0x06, 0x00, 0x09, 0x39, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00000000, 0x00, 0x00, 0x00, 0x00, 0xFFCFFFFF, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x01, 0x01, 0x00, 0x0010, 0x0014, 0x0000, 0x0000, 0x0000, 0x0000,
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{ COLTYPE_UNK6, 0x00, 0x09, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 16, 20, 0, { 0 } },
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};
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static Sub98Init5 sub98Data = {
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static CollisionCheckInfoInit2 colChkInfoInit = {
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0x00, // health
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0x0000, // unk_10
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0x0000, // unk_12
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@ -155,8 +155,8 @@ s32 EnDog_PlayAnimAndSFX(EnDog* this) {
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}
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s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
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if ((this->collider.base.collideFlags & 2)) {
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this->collider.base.collideFlags &= ~2;
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if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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return 2;
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}
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@ -164,7 +164,7 @@ s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
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return 0;
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}
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if ((this->collider.base.maskB & 1)) {
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if (this->collider.base.maskB & 1) {
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this->collider.base.maskB &= ~1;
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if (gSaveContext.dogParams != 0) {
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return 0;
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@ -221,7 +221,7 @@ s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
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void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
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SkelAnime* skelAnime;
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s16 followingDog;
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ColliderCylinderMain* collider;
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ColliderCylinder* collider;
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collider = &this->collider;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
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@ -239,9 +239,9 @@ void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
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return;
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}
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ActorCollider_AllocCylinder(globalCtx, collider);
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ActorCollider_InitCylinder(globalCtx, collider, &this->actor, &cylinderInit);
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func_80061EFC(&this->actor.sub_98, 0, &sub98Data);
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Collider_InitCylinder(globalCtx, collider);
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Collider_SetCylinder(globalCtx, collider, &this->actor, &cylinderInit);
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func_80061EFC(&this->actor.colChkInfo, 0, &colChkInfoInit);
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Actor_SetScale(&this->actor, 0.0075f);
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this->waypoint = 0;
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this->actor.gravity = -1.0f;
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@ -278,8 +278,8 @@ void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
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}
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void EnDog_Destroy(EnDog* this, GlobalContext* globalCtx) {
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ColliderCylinderMain* collider = &this->collider;
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ActorCollider_FreeCylinder(globalCtx, collider);
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ColliderCylinder* collider = &this->collider;
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Collider_DestroyCylinder(globalCtx, collider);
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}
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void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
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@ -437,8 +437,8 @@ void EnDog_Update(EnDog* this, GlobalContext* globalCtx) {
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func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f, 5);
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Actor_MoveForward(&this->actor);
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this->actionFunc(this, globalCtx);
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ActorCollider_Cylinder_Update(&this->actor, &this->collider);
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Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, &this->collider);
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Collider_CylinderUpdate(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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}
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s32 EnDog_Callback1(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
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@ -8,7 +8,7 @@ typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ ActorFunc actionFunc;
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/* 0x0194 */ ColliderCylinderMain collider;
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/* 0x0194 */ ColliderCylinder collider;
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/* 0x01E0 */ Path* path;
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/* 0x01E4 */ u8 reverse;
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/* 0x01E6 */ s16 waypoint;
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