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Player: Implement PlayerJudgeForceRolling (#84)
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@ -27842,10 +27842,10 @@ Address,Quality,Size,Name
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0x00000071004595dc,U,000064,_ZNK20PlayerJudgeForceLand5judgeEv
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0x000000710045961c,U,000004,_ZN20PlayerJudgeForceLand5resetEv
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0x0000007100459620,U,000004,_ZN20PlayerJudgeForceLand6updateEv
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0x0000007100459624,U,000024,_ZN23PlayerJudgeForceRollingC1EPKN2al9LiveActorEPK19IUsePlayerCollision
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0x000000710045963c,U,000012,_ZNK23PlayerJudgeForceRolling5judgeEv
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0x0000007100459648,U,000004,_ZN23PlayerJudgeForceRolling5resetEv
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0x000000710045964c,U,000004,_ZN23PlayerJudgeForceRolling6updateEv
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0x0000007100459624,O,000024,_ZN23PlayerJudgeForceRollingC1EPKN2al9LiveActorEPK19IUsePlayerCollision
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0x000000710045963c,O,000012,_ZNK23PlayerJudgeForceRolling5judgeEv
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0x0000007100459648,O,000004,_ZN23PlayerJudgeForceRolling5resetEv
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0x000000710045964c,O,000004,_ZN23PlayerJudgeForceRolling6updateEv
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0x0000007100459650,O,000028,_ZN26PlayerJudgeForceSlopeSlideC1EPKN2al9LiveActorEPK11PlayerConstPK19IUsePlayerCollision
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0x000000710045966c,O,000008,_ZN26PlayerJudgeForceSlopeSlide5resetEv
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0x0000007100459674,O,000048,_ZN26PlayerJudgeForceSlopeSlide6updateEv
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Can't render this file because it is too large.
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14
src/Player/PlayerJudgeForceRolling.cpp
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src/Player/PlayerJudgeForceRolling.cpp
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@ -0,0 +1,14 @@
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#include "Player/PlayerJudgeForceRolling.h"
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#include "Util/PlayerCollisionUtil.h"
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PlayerJudgeForceRolling::PlayerJudgeForceRolling(const al::LiveActor* player,
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const IUsePlayerCollision* collider)
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: mPlayer(player), mCollider(collider) {}
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bool PlayerJudgeForceRolling::judge() const {
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return rs::isOnGroundForceRollingCode(mPlayer, mCollider);
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}
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void PlayerJudgeForceRolling::reset() {}
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void PlayerJudgeForceRolling::update() {}
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20
src/Player/PlayerJudgeForceRolling.h
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src/Player/PlayerJudgeForceRolling.h
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@ -0,0 +1,20 @@
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#pragma once
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#include "Player/IJudge.h"
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namespace al {
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class LiveActor;
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}
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class IUsePlayerCollision;
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class PlayerJudgeForceRolling : public IJudge {
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public:
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PlayerJudgeForceRolling(const al::LiveActor* player, const IUsePlayerCollision* collider);
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void reset() override;
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void update() override;
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bool judge() const override;
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private:
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const al::LiveActor* mPlayer;
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const IUsePlayerCollision* mCollider;
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};
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@ -17,6 +17,7 @@ const sead::Vector3f& getCollidedGroundNormal(const IUsePlayerCollision*);
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bool isCollidedGround(const IUsePlayerCollision*);
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bool isCollidedGroundRunAngle(const al::LiveActor*, const IUsePlayerCollision*, const PlayerConst*);
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bool isOnGroundForceSlideCode(const al::LiveActor*, const IUsePlayerCollision*, const PlayerConst*);
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bool isOnGroundForceRollingCode(const al::LiveActor*, const IUsePlayerCollision*);
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bool isPlayerOnGround(const al::LiveActor*);
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bool isOnGround(const al::LiveActor*, const IUsePlayerCollision*);
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bool isJustLand(const IUsePlayerCollision*);
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