mirror of https://github.com/zeldaret/oot.git
Child Ruto Part 5: Colliders (#2572)
* Child Ruto Part 5: Colliders * Suggested refactoring * Missed function rename
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@ -97,7 +97,7 @@ typedef enum EnRu1WaterState {
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/* 3 */ ENRU1_WATER_SINKING,
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} EnRu1WaterState;
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static ColliderCylinderInitType1 sCylinderInit1 = {
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static ColliderCylinderInitType1 sStandingCylinderInit = {
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{
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COL_MATERIAL_HIT0,
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AT_NONE,
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@ -109,7 +109,7 @@ static ColliderCylinderInitType1 sCylinderInit1 = {
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{ 25, 80, 0, { 0 } },
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};
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static ColliderCylinderInitType1 sCylinderInit2 = {
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static ColliderCylinderInitType1 sSittingCylinderInit = {
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{
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COL_MATERIAL_HIT0,
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AT_ON | AT_TYPE_PLAYER,
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@ -172,48 +172,48 @@ ActorProfile En_Ru1_Profile = {
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/**/ EnRu1_Draw,
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};
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void func_80AEAC10(EnRu1* this, PlayState* play) {
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void EnRu1_UpdateStandingOC(EnRu1* this, PlayState* play) {
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s32 pad[5];
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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Collider_UpdateCylinder(&this->actor, &this->standingCollider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->standingCollider.base);
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}
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void func_80AEAC54(EnRu1* this, PlayState* play) {
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void EnRu1_UpdateSittingOC(EnRu1* this, PlayState* play) {
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s32 pad[5];
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Collider_UpdateCylinder(&this->actor, &this->collider2);
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if (this->unk_34C != 0) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider2.base);
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Collider_UpdateCylinder(&this->actor, &this->sittingCollider);
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if (this->isSittingOCActive) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->sittingCollider.base);
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} else if (this->actor.xzDistToPlayer > 32.0f) {
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this->unk_34C = 1;
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this->isSittingOCActive = true;
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}
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}
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void func_80AEACDC(EnRu1* this, PlayState* play) {
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void EnRu1_UpdateSittingAT(EnRu1* this, PlayState* play) {
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s32 pad[5];
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Collider_UpdateCylinder(&this->actor, &this->collider2);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider2.base);
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Collider_UpdateCylinder(&this->actor, &this->sittingCollider);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->sittingCollider.base);
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}
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void func_80AEAD20(Actor* thisx, PlayState* play) {
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void EnRu1_InitColliders(Actor* thisx, PlayState* play) {
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EnRu1* this = (EnRu1*)thisx;
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinderType1(play, &this->collider, &this->actor, &sCylinderInit1);
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Collider_InitCylinder(play, &this->standingCollider);
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Collider_SetCylinderType1(play, &this->standingCollider, &this->actor, &sStandingCylinderInit);
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Collider_InitCylinder(play, &this->collider2);
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Collider_SetCylinderType1(play, &this->collider2, &this->actor, &sCylinderInit2);
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Collider_InitCylinder(play, &this->sittingCollider);
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Collider_SetCylinderType1(play, &this->sittingCollider, &this->actor, &sSittingCylinderInit);
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}
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void EnRu1_DestroyColliders(EnRu1* this, PlayState* play) {
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Collider_DestroyCylinder(play, &this->collider);
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Collider_DestroyCylinder(play, &this->collider2);
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Collider_DestroyCylinder(play, &this->standingCollider);
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Collider_DestroyCylinder(play, &this->sittingCollider);
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}
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void func_80AEADD8(EnRu1* this) {
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this->unk_34C = 0;
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void EnRu1_DisableSittingOC(EnRu1* this) {
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this->isSittingOCActive = false;
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}
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u8 EnRu1_GetSwitchFlag(EnRu1* this) {
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@ -1619,7 +1619,7 @@ void func_80AEE568(EnRu1* this, PlayState* play) {
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func_80AEE02C(this);
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Actor_OfferCarry(&this->actor, play);
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this->action = 27;
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func_80AEADD8(this);
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EnRu1_DisableSittingOC(this);
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return;
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}
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@ -1727,7 +1727,7 @@ s32 EnRu1_CheckHitBottomUnderwater(EnRu1* this, PlayState* play) {
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func_80AEE02C(this);
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Actor_OfferCarry(&this->actor, play);
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this->action = 27;
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func_80AEADD8(this);
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EnRu1_DisableSittingOC(this);
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return true;
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}
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return false;
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@ -1748,7 +1748,7 @@ void func_80AEEBB4(EnRu1* this, PlayState* play) {
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void func_80AEEBD4(EnRu1* this, PlayState* play) {
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func_80AED83C(this);
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func_80AEAC54(this, play);
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EnRu1_UpdateSittingOC(this, play);
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func_80AEAECC(this, play);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_UpdateEyes(this);
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@ -1760,7 +1760,7 @@ void func_80AEEBD4(EnRu1* this, PlayState* play) {
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void func_80AEEC5C(EnRu1* this, PlayState* play) {
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func_80AED83C(this);
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func_80AEACDC(this, play);
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EnRu1_UpdateSittingAT(this, play);
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func_80AEAECC(this, play);
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func_80AEE2F8(this, play);
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func_80AEDFF4(this, play);
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@ -1896,7 +1896,7 @@ void func_80AEF1F0(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
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func_80AED6DC(this, play);
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Actor_OfferCarry(&this->actor, play);
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this->action = 27;
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func_80AEADD8(this);
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EnRu1_DisableSittingOC(this);
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}
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}
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@ -1916,7 +1916,7 @@ void func_80AEF2D0(EnRu1* this, PlayState* play) {
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func_80AEEF68(this, play);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_UpdateEyes(this);
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func_80AEAC10(this, play);
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EnRu1_UpdateStandingOC(this, play);
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func_80AEAECC(this, play);
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cond = func_80AEE264(this, play);
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func_80AED624(this, play);
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@ -2229,7 +2229,7 @@ void func_80AEFECC(EnRu1* this, PlayState* play) {
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func_80AEEF68(this, play);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_UpdateEyes(this);
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func_80AEAC10(this, play);
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EnRu1_UpdateStandingOC(this, play);
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func_80AEAECC(this, play);
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func_80AEFE84(this, play, func_80AEFDC0(this, play));
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}
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@ -2293,7 +2293,7 @@ void EnRu1_Init(Actor* thisx, PlayState* play) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gRutoChildSkel, NULL, this->jointTable, this->morphTable, 17);
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func_80AEAD20(&this->actor, play);
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EnRu1_InitColliders(&this->actor, play);
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switch (EnRu1_GetType(this)) {
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case ENRU1_TYPE_BOSS_ROOM:
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EnRu1_InitInBossRoom(this, play);
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@ -47,9 +47,9 @@ typedef struct EnRu1 {
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/* 0x02A8 */ s32 alpha;
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/* 0x02AC */ s16 headRotTimer;
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/* 0x02B0 */ s32 headRotDirection;
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/* 0x02B4 */ ColliderCylinder collider;
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/* 0x0300 */ ColliderCylinder collider2;
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/* 0x034C */ s32 unk_34C;
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/* 0x02B4 */ ColliderCylinder standingCollider;
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/* 0x0300 */ ColliderCylinder sittingCollider;
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/* 0x034C */ s32 isSittingOCActive;
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/* 0x0350 */ s32 waterState;
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/* 0x0354 */ f32 sinkingStartPosY;
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/* 0x0358 */ f32 bobDepth;
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