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En_Ssh (House of Skulltula spiders) (#485)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* eek spiders

* now with names

* fixes and formatting

* expanded enum

* void* limb draw
This commit is contained in:
petrie911 2020-12-02 13:58:21 -06:00 committed by GitHub
parent 620e3418c7
commit fd97e8433e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
53 changed files with 840 additions and 2545 deletions

View file

@ -54,7 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 32, 50, -24, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInit = { 0x02, 0x0000, 0x0000, 0x0000, 0xFF };
static CollisionCheckInfoInit2 sColChkInit = { 2, 0, 0, 0, 0xFF };
static ColliderCylinderInit sCylinderInit2 = {
{ COLTYPE_UNK6, 0x00, 0x00, 0x39, 0x10, COLSHAPE_CYLINDER },
@ -247,7 +247,7 @@ void EnSt_InitColliders(EnSt* this, GlobalContext* globalCtx) {
Collider_SetCylinder(globalCtx, &this->colCylinder[i], &this->actor, cylinders[i]);
}
this->colCylinder[0].body.bumper.flags = 0x3F8F9;
this->colCylinder[0].body.bumper.flags = 0x0003F8F9;
this->colCylinder[1].body.bumper.flags = 0xFFC00706;
this->colCylinder[2].base.type = 9;
this->colCylinder[2].body.bumperFlags = 0xD;
@ -453,7 +453,7 @@ s32 EnSt_CheckColliders(EnSt* this, GlobalContext* globalCtx) {
}
if (EnSt_CheckHitBackside(&this->actor, globalCtx)) {
// player has hit the backside ofthe skulltulla
// player has hit the backside of the skulltulla
return true;
}
@ -581,7 +581,7 @@ void EnSt_UpdateYaw(EnSt* this, GlobalContext* globalCtx) {
rot = this->actor.shape.rot;
yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsLink : this->initalYaw);
yawDiff = rot.y - (yawTarget ^ yawDir);
if (ABS(yawDiff) < 0x4001) {
if (ABS(yawDiff) <= 0x4000) {
Math_SmoothScaleMaxMinS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1);
} else {
rot.y += 0x2000;