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Document Player's bgcheck routine (func_80847BA0
) (#1503)
* progress * progress * progress * done for now * floor pitch comments * sYDistToFloor * add function comment * sFloorShapePitch * typo in header
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3 changed files with 345 additions and 277 deletions
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@ -459,8 +459,16 @@ typedef enum {
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/* 0x67 */ PLAYER_CSMODE_MAX
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} PlayerCutsceneMode;
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typedef enum {
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/* 0 */ PLAYER_LEDGE_CLIMB_NONE,
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/* 1 */ PLAYER_LEDGE_CLIMB_1,
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/* 2 */ PLAYER_LEDGE_CLIMB_2,
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/* 3 */ PLAYER_LEDGE_CLIMB_3,
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/* 4 */ PLAYER_LEDGE_CLIMB_4
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} PlayerLedgeClimbType;
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typedef struct {
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/* 0x00 */ f32 unk_00;
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/* 0x00 */ f32 ceilingCheckHeight;
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 unk_0C;
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@ -474,7 +482,7 @@ typedef struct {
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/* 0x2C */ f32 unk_2C;
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/* 0x30 */ f32 unk_30;
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/* 0x34 */ f32 unk_34;
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/* 0x38 */ f32 unk_38;
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/* 0x38 */ f32 wallCheckRadius;
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/* 0x3C */ f32 unk_3C;
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/* 0x40 */ f32 unk_40;
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/* 0x44 */ Vec3s unk_44;
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@ -501,6 +509,8 @@ typedef struct {
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/* 0x10 */ Vec3f base;
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} WeaponInfo; // size = 0x1C
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#define LEDGE_DIST_MAX 399.96002f
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#define PLAYER_STATE1_0 (1 << 0)
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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#define PLAYER_STATE1_2 (1 << 2)
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@ -543,7 +553,7 @@ typedef struct {
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#define PLAYER_STATE2_6 (1 << 6)
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#define PLAYER_STATE2_7 (1 << 7)
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#define PLAYER_STATE2_8 (1 << 8)
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#define PLAYER_STATE2_9 (1 << 9)
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#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
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#define PLAYER_STATE2_10 (1 << 10)
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#define PLAYER_STATE2_11 (1 << 11)
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#define PLAYER_STATE2_12 (1 << 12)
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@ -713,10 +723,10 @@ typedef struct Player {
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/* 0x087C */ s16 unk_87C;
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/* 0x087E */ s16 unk_87E;
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/* 0x0880 */ f32 unk_880;
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/* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top
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/* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane
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/* 0x088C */ u8 unk_88C;
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/* 0x088D */ u8 unk_88D;
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/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
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/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
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/* 0x088C */ u8 ledgeClimbType;
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/* 0x088D */ u8 ledgeClimbDelayTimer;
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/* 0x088E */ u8 unk_88E;
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/* 0x088F */ u8 unk_88F;
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/* 0x0890 */ u8 unk_890;
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@ -725,8 +735,8 @@ typedef struct Player {
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/* 0x0893 */ u8 hoverBootsTimer;
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/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
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/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
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/* 0x0898 */ s16 unk_898;
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/* 0x089A */ s16 unk_89A;
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/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
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/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
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/* 0x089C */ s16 unk_89C;
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/* 0x089E */ u16 floorSfxOffset;
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/* 0x08A0 */ u8 unk_8A0;
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@ -745,9 +755,9 @@ typedef struct Player {
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/* 0x0A73 */ u8 unk_A73;
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/* 0x0A74 */ PlayerFuncA74 func_A74;
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/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
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/* 0x0A79 */ u8 unk_A79;
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/* 0x0A7A */ u8 unk_A7A;
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/* 0x0A7B */ u8 unk_A7B;
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/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
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/* 0x0A7A */ u8 floorProperty;
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/* 0x0A7B */ u8 prevFloorType;
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/* 0x0A7C */ f32 unk_A7C;
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/* 0x0A80 */ s16 unk_A80;
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/* 0x0A82 */ u16 prevFloorSfxOffset;
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@ -60,7 +60,7 @@ void func_8087B758(BgHaka* this, Player* player) {
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func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
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if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
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player->stateFlags2 |= PLAYER_STATE2_9;
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player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND;
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}
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}
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