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Fix misc 18 (#1423)

* two more ABS

* fixup item_name_static texs outnames

* fixup CollisionCheck_SetOCvsOC docs

* Cleanup int comments alignments

* collsion -> collision

* `SQ*` macros fixup

* use `LERP` more

* static -> `s` prefix

* grammar: dont -> don't

* 3
This commit is contained in:
Dragorn421 2022-11-13 23:47:25 +01:00 committed by GitHub
parent efe485f017
commit abb4201e57
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GPG key ID: 4AEE18F83AFDEB23
20 changed files with 93 additions and 101 deletions

View file

@ -816,10 +816,10 @@ Vec3f* Camera_BGCheckCorner(Vec3f* dst, Vec3f* linePointA, Vec3f* linePointB, Ca
}
/**
* Checks collision between at and eyeNext, if `checkEye` is set, if there is no collsion between
* Checks collision between at and eyeNext, if `checkEye` is set, if there is no collision between
* eyeNext->at, then eye->at is also checked.
* Returns:
* 0 if no collsion is found between at->eyeNext
* 0 if no collision is found between at->eyeNext
* 2 if the angle between the polys is between 60 degrees and 120 degrees
* 3 ?
* 6 if the angle between the polys is greater than 120 degrees
@ -2531,7 +2531,7 @@ s32 Camera_Jump2(Camera* camera) {
Camera_AddVecGeoToVec3f(&camBgChk.pos, at, &bgChkPara);
if (Camera_BGCheckInfo(camera, at, &camBgChk)) {
// Collision found between parallel at->eyeNext, set eye position to
// first collsion point.
// first collision point.
*eye = bgChkPos;
} else {
// no collision found with the parallel at->eye, animate to be parallel

View file

@ -2648,8 +2648,8 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef
f32 zDelta;
Actor* leftActor = left->actor;
Actor* rightActor = right->actor;
s32 leftMassType;
s32 rightMassType;
s32 leftMassType;
left->ocFlags1 |= OC1_HIT;
left->oc = rightActor;
@ -2666,8 +2666,8 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef
if (leftActor == NULL || rightActor == NULL || left->ocFlags1 & OC1_NO_PUSH || right->ocFlags1 & OC1_NO_PUSH) {
return;
}
rightMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass);
leftMassType = CollisionCheck_GetMassType(rightActor->colChkInfo.mass);
leftMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass);
rightMassType = CollisionCheck_GetMassType(rightActor->colChkInfo.mass);
leftMass = leftActor->colChkInfo.mass;
rightMass = rightActor->colChkInfo.mass;
totalMass = leftMass + rightMass;
@ -2679,30 +2679,30 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef
zDelta = rightPos->z - leftPos->z;
xzDist = sqrtf(SQ(xDelta) + SQ(zDelta));
if (rightMassType == MASSTYPE_IMMOVABLE) {
if (leftMassType == MASSTYPE_IMMOVABLE) {
if (leftMassType == MASSTYPE_IMMOVABLE) {
if (rightMassType == MASSTYPE_IMMOVABLE) {
return;
} else { // leftMassType == MASS_HEAVY | MASS_NORMAL
} else { // rightMassType == MASSTYPE_HEAVY or MASSTYPE_NORMAL
leftDispRatio = 0;
rightDispRatio = 1;
}
} else if (rightMassType == MASSTYPE_HEAVY) {
if (leftMassType == MASSTYPE_IMMOVABLE) {
} else if (leftMassType == MASSTYPE_HEAVY) {
if (rightMassType == MASSTYPE_IMMOVABLE) {
leftDispRatio = 1;
rightDispRatio = 0;
} else if (leftMassType == MASSTYPE_HEAVY) {
} else if (rightMassType == MASSTYPE_HEAVY) {
leftDispRatio = 0.5f;
rightDispRatio = 0.5f;
} else { // leftMassType == MASS_NORMAL
} else { // rightMassType == MASSTYPE_NORMAL
leftDispRatio = 0;
rightDispRatio = 1;
}
} else { // rightMassType == MASS_NORMAL
if (leftMassType == MASSTYPE_NORMAL) {
} else { // leftMassType == MASSTYPE_NORMAL
if (rightMassType == MASSTYPE_NORMAL) {
inverseTotalMass = 1 / totalMass;
leftDispRatio = rightMass * inverseTotalMass;
rightDispRatio = leftMass * inverseTotalMass;
} else { // leftMassType == MASS_HEAVY | MASS_IMMOVABLE
} else { // rightMassType == MASSTYPE_HEAVY or MASSTYPE_IMMOVABLE
leftDispRatio = 1;
rightDispRatio = 0;
}
@ -3494,7 +3494,7 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
}
radSqDiff = SQXZ(actorToItem) - SQ(radius);
if (!IS_ZERO(SQXZ(itemStep))) {
actorDotItemXZ = DOTXZ(2.0f * itemStep, actorToItem);
actorDotItemXZ = (2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z);
if (SQ(actorDotItemXZ) < (4.0f * SQXZ(itemStep) * radSqDiff)) {
return 0;
}
@ -3511,10 +3511,10 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
if (intersect2 == true) {
frac2 = (-actorDotItemXZ - closeDist) / (2.0f * SQXZ(itemStep));
}
} else if (!IS_ZERO(DOTXZ(2.0f * itemStep, actorToItem))) {
} else if (!IS_ZERO((2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z))) {
intersect1 = true;
intersect2 = false;
frac1 = -radSqDiff / DOTXZ(2.0f * itemStep, actorToItem);
frac1 = -radSqDiff / ((2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z));
} else {
if (radSqDiff <= 0.0f) {
test1 = (0.0f < actorToItem.y) && (actorToItem.y < height);

View file

@ -748,7 +748,7 @@ void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocit
* Spawn a shock effect
*
* param determines where the ligntning should go
* 0: dont attach to any actor. spawns at the position specified by pos
* 0: don't attach to any actor. spawns at the position specified by pos
* 1: spawn at one of Player's body parts, chosen at random
* 2: spawn at one of Phantom Ganon's body parts, chosen at random
*/