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Colliders Sync General Clean (#1693)
* General cleanup * General colliders
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@ -17,25 +17,25 @@ typedef struct {
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/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
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/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x15 */ u8 shape; // See `ColliderShape` enum
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} Collider; // size = 0x18
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} Collider; // size = 0x18
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typedef struct {
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typedef struct {
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/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
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/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x2 */ u8 acFlags; // Information flags for OC collisions.
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/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x4 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x5 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} ColliderInit; // size = 0x6
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typedef struct {
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/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x4 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x4 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x5 */ u8 shape; // See `ColliderShape` enum
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} ColliderInit; // size = 0x6
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typedef struct {
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/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
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/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x4 */ u8 shape; // See `ColliderShape` enum
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} ColliderInitType1; // size = 0x5
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} ColliderInitType1; // size = 0x5
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typedef struct {
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typedef struct {
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@ -43,7 +43,7 @@ typedef struct {
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/* 0x4 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x4 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x5 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x5 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x7 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x7 */ u8 shape; // See `ColliderShape` enum
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} ColliderInitToActor; // size = 0x8
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} ColliderInitToActor; // size = 0x8
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typedef struct {
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typedef struct {
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@ -465,17 +465,17 @@ typedef struct CollisionCheckInfo {
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DamageTable* DamageTable_Get(s32 index);
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DamageTable* DamageTable_Get(s32 index);
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void DamageTable_Clear(DamageTable* damageTable);
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void DamageTable_Clear(DamageTable* damageTable);
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f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, u32* effect);
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f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* atCol, ColliderInfo* atInfo, Collider* acCol, ColliderInfo* acInfo, u32* effect);
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f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac);
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f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac);
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s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo);
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s32 CollisionCheck_GetToucherDamage(Collider* atCol, ColliderInfo* atInfo, Collider* acCol, ColliderInfo* acInfo);
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s32 Collider_InitBase(struct PlayState* play, Collider* collider);
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s32 Collider_InitBase(struct PlayState* play, Collider* col);
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s32 Collider_DestroyBase(struct PlayState* play, Collider* collider);
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s32 Collider_DestroyBase(struct PlayState* play, Collider* collider);
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s32 Collider_SetBaseToActor(struct PlayState* play, Collider* collider, ColliderInitToActor* src);
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s32 Collider_SetBaseToActor(struct PlayState* play, Collider* col, ColliderInitToActor* src);
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s32 Collider_SetBaseType1(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInitType1* src);
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s32 Collider_SetBaseType1(struct PlayState* play, Collider* col, struct Actor* actor, ColliderInitType1* src);
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s32 Collider_SetBase(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInit* src);
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s32 Collider_SetBase(struct PlayState* play, Collider* col, struct Actor* actor, ColliderInit* src);
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void Collider_ResetATBase(struct PlayState* play, Collider* collider);
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void Collider_ResetATBase(struct PlayState* play, Collider* col);
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void Collider_ResetACBase(struct PlayState* play, Collider* collider);
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void Collider_ResetACBase(struct PlayState* play, Collider* col);
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void Collider_ResetOCBase(struct PlayState* play, Collider* collider);
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void Collider_ResetOCBase(struct PlayState* play, Collider* col);
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s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch);
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s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch);
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s32 Collider_DestroyTouch(struct PlayState* play, ColliderTouch* touch);
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s32 Collider_DestroyTouch(struct PlayState* play, ColliderTouch* touch);
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s32 Collider_SetTouch(struct PlayState* play, ColliderTouch* touch, ColliderTouchInit* src);
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s32 Collider_SetTouch(struct PlayState* play, ColliderTouch* touch, ColliderTouchInit* src);
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@ -505,9 +505,9 @@ s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* collider,
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s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInitType1* src);
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s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInitType1* src);
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s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
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s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
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s32 Collider_InitAndSetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
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s32 Collider_InitAndSetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
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s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* collider);
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s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
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s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
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s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
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@ -517,9 +517,9 @@ s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* collid
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s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* collider);
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s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
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s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim);
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s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim);
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s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim);
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s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim);
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s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTrisElementDimInit* src);
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s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTrisElementDimInit* src);
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@ -535,9 +535,9 @@ s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
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s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris);
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s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris);
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s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements);
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s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements);
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s32 Collider_ResetTrisAT(struct PlayState* play, Collider* collider);
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s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetTrisAC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col);
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s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim);
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s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim);
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s32 Collider_DestroyQuadDim(struct PlayState* play, ColliderQuadDim* dim);
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s32 Collider_DestroyQuadDim(struct PlayState* play, ColliderQuadDim* dim);
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s32 Collider_ResetQuadACDist(struct PlayState* play, ColliderQuadDim* dim);
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s32 Collider_ResetQuadACDist(struct PlayState* play, ColliderQuadDim* dim);
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@ -548,34 +548,34 @@ s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* collider);
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s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
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s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
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s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
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s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
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s32 Collider_ResetQuadAT(struct PlayState* play, Collider* collider);
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s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetQuadAC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetQuadOC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col);
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s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f* hitPos);
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s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f* hitPos);
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s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* collider);
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s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* collider);
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s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* collider);
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s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* collider);
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s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
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s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
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s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
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s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
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s32 Collider_ResetSphereAT(struct PlayState* play, Collider* collider);
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s32 Collider_ResetSphereAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetSphereAC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetSphereAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetSphereOC(struct PlayState* play, Collider* collider);
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s32 Collider_ResetSphereOC(struct PlayState* play, Collider* col);
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s32 Collider_InitLine(struct PlayState* play, OcLine* line);
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s32 Collider_InitLine(struct PlayState* play, OcLine* line);
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s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
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s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
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s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f* b);
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s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f* b);
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s32 Collider_SetLine(struct PlayState* play, OcLine* line, OcLine* src);
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s32 Collider_SetLine(struct PlayState* play, OcLine* line, OcLine* src);
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s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
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s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
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void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
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s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
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s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
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s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
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s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
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s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colCtxt, OcLine* line);
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s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colChkCtx, OcLine* line);
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s32 CollisionCheck_SkipTouch(ColliderInfo* info);
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s32 CollisionCheck_SkipTouch(ColliderInfo* info);
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s32 CollisionCheck_SkipBump(ColliderInfo* info);
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s32 CollisionCheck_SkipBump(ColliderInfo* info);
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s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper);
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s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper);
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@ -585,79 +585,79 @@ void CollisionCheck_GreenBlood(struct PlayState* play, Collider* collider, Vec3f
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void CollisionCheck_WaterBurst(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_WaterBurst(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_RedBlood(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_RedBlood(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_RedBloodUnused(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_RedBloodUnused(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_HitSolid(struct PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos);
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void CollisionCheck_HitSolid(struct PlayState* play, ColliderInfo* info, Collider* col, Vec3f* hitPos);
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo);
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo);
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void CollisionCheck_HitEffects(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos);
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void CollisionCheck_HitEffects(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos);
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void CollisionCheck_SetBounce(Collider* at, Collider* ac);
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void CollisionCheck_SetBounce(Collider* at, Collider* ac);
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s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos);
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s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* atCol, ColliderInfo* atInfo, Vec3f* atPos, Collider* acCol, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos);
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void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg);
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void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg);
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void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg);
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void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg);
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void CollisionCheck_AC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
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void CollisionCheck_AC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
|
||||||
void CollisionCheck_SetJntSphHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_SetJntSphHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
|
||||||
void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
|
||||||
void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
|
||||||
void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
|
||||||
void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
|
||||||
void CollisionCheck_SetHitEffects(struct PlayState* play, CollisionCheckContext* colCtxt);
|
void CollisionCheck_SetHitEffects(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
||||||
void CollisionCheck_AC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT);
|
void CollisionCheck_AC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol);
|
||||||
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colCtxt);
|
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
||||||
s32 CollisionCheck_GetMassType(u8 mass);
|
s32 CollisionCheck_GetMassType(u8 mass);
|
||||||
void CollisionCheck_SetOCvsOC(struct PlayState* play, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlapSize);
|
void CollisionCheck_SetOCvsOC(struct PlayState* play, Collider* leftCol, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* rightCol, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlapSize);
|
||||||
void CollisionCheck_OC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
|
||||||
s32 CollisionCheck_SkipOC(Collider* collider);
|
s32 CollisionCheck_SkipOC(Collider* col);
|
||||||
s32 CollisionCheck_Incompatible(Collider* left, Collider* right);
|
s32 CollisionCheck_Incompatible(Collider* leftCol, Collider* rightCol);
|
||||||
void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt);
|
void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
||||||
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
|
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
|
||||||
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
|
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
|
||||||
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
|
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
|
||||||
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
|
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
|
||||||
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
|
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
|
||||||
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
|
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
|
||||||
void CollisionCheck_ApplyDamage(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info);
|
void CollisionCheck_ApplyDamage(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col, ColliderInfo* info);
|
||||||
void CollisionCheck_ApplyDamageJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_ApplyDamageJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
|
||||||
void CollisionCheck_ApplyDamageCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_ApplyDamageCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
|
||||||
void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
|
||||||
void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
|
||||||
void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
|
||||||
void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colCtxt);
|
void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
||||||
s32 CollisionCheck_LineOC_JntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
|
s32 CollisionCheck_LineOC_JntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
|
||||||
s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
|
s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
|
||||||
s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
|
s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
|
||||||
s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
|
s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
|
||||||
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b);
|
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
|
||||||
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
|
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
|
||||||
void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* collider);
|
void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* collider);
|
||||||
void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
|
void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
|
||||||
void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
|
void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
|
||||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user