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* Use matched sys_math3d functions by Tharo Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * kinda match some unattempted functions * move sys_math3d function declarations to z64math.h * Rename some simple functions * Take matched Math3D_LineVsLineClosestTwoPoints from OoT * minor fixes to make stuff actually equivalent * func_8017FB1C * format * minor cleanup * Math3D_PointOnDirectedLine * func_8017FB1C documentation Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Remove actorfixer * fix merge * Apply renames * more cleanup * bss cleanup * match Math3D_CylVsLineSeg * WIP * OK * small cleanup * Remove macros.h from sys_math3d * Small cleanup * Some more small clean up * cleanup and docs * cleanup * PR Review * cleanup * fix merge * fix merge * merge main * fix bss * bss * fix * PR Review * bss fix * Merge main * Fix bss * Fix merge * Add zero vecs to sys_math3d * Format * namefixer run --------- Co-authored-by: angie <angheloalf95@gmail.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
679 lines
37 KiB
C
679 lines
37 KiB
C
#ifndef Z64COLLISION_CHECK_H
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#define Z64COLLISION_CHECK_H
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#include "PR/ultratypes.h"
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#include "z64math.h"
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#include "unk.h"
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struct Actor;
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struct PlayState;
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typedef struct {
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/* 0x00 */ struct Actor* actor; // Attached actor
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/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
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/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
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/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
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/* 0x10 */ u8 atFlags; // Information flags for AT 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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/* 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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/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} Collider; // size = 0x18
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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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/* 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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/* 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; // JntSph, Cylinder, Tris, or Quad
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} ColliderInitType1; // size = 0x5
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typedef struct {
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/* 0x0 */ struct Actor* actor; // Attached actor
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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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/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x7 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} ColliderInitToActor; // size = 0x8
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typedef struct {
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/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
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/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x5 */ u8 damage; // Damage or Stun Timer
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} ColliderTouch; // size = 0x8
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typedef struct {
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/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
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/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x5 */ u8 damage; // Damage or Stun Timer
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} ColliderTouchInit; // size = 0x8
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typedef struct {
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/* 0x0 */ u32 dmgFlags; // Bumper damage type flags.
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/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x5 */ u8 defense; // Damage Resistance
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/* 0x6 */ Vec3s hitPos; // Point of contact
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} ColliderBump; // size = 0xC
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typedef struct {
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/* 0x0 */ u32 dmgFlags; // Bumper exclusion mask
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/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x5 */ u8 defense; // Damage Resistance
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} ColliderBumpInit; // size = 0x8
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typedef struct ColliderInfo {
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/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
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/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
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/* 0x18 */ Collider* atHit; // object touching this element's AT collider
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/* 0x1C */ Collider* acHit; // object touching this element's AC collider
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/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
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/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
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} ColliderInfo; // size = 0x28
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typedef struct {
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/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x04 */ ColliderTouchInit toucher; // Damage properties when acting as an AT collider
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/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
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} ColliderInfoInit; // size = 0x18
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typedef struct {
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/* 0x00 */ Sphere16 modelSphere; // model space sphere
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/* 0x08 */ Sphere16 worldSphere; // world space sphere
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/* 0x10 */ f32 scale; // worldsphere = modelsphere * scale * 0.01
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/* 0x14 */ u8 limb; // attached limb
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} ColliderJntSphElementDim; // size = 0x18
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typedef struct {
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/* 0x0 */ u8 limb; // attached limb
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/* 0x2 */ Sphere16 modelSphere; // model space sphere
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/* 0xA */ s16 scale; // world space sphere = model * scale * 0.01
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} ColliderJntSphElementDimInit; // size = 0xC
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x28 */ ColliderJntSphElementDim dim;
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} ColliderJntSphElement; // size = 0x40
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x18 */ ColliderJntSphElementDimInit dim;
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} ColliderJntSphElementInit; // size = 0x24
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderJntSphElement* elements;
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} ColliderJntSph; // size = 0x20
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typedef struct {
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/* 0x0 */ ColliderInit base;
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/* 0x8 */ s32 count;
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/* 0xC */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInit; // size = 0x10
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typedef struct {
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/* 0x0 */ ColliderInitType1 base;
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/* 0x8 */ s32 count;
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/* 0xC */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitType1; // size = 0x10
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typedef struct {
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/* 0x0 */ ColliderInitToActor base;
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/* 0x8 */ s32 count;
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/* 0xC */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitToActor; // size = 0x10
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x40 */ Cylinder16 dim;
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} ColliderCylinder; // size = 0x4C
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInit; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitType1; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitToActor; // size = 0x2C
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typedef struct {
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/* 0x00 */ Vec3f vtx[3];
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} ColliderTrisElementDimInit; // size = 0x24
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x28 */ TriNorm dim;
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} ColliderTrisElement; // size = 0x5C
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x18 */ ColliderTrisElementDimInit dim;
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} ColliderTrisElementInit; // size = 0x3C
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderTrisElement* elements;
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} ColliderTris; // size = 0x20
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typedef struct {
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/* 0x0 */ ColliderInit base;
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/* 0x8 */ s32 count;
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/* 0xC */ ColliderTrisElementInit* elements;
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} ColliderTrisInit; // size = 0x10
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typedef struct {
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/* 0x0 */ ColliderInitType1 base;
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/* 0x8 */ s32 count;
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/* 0xC */ ColliderTrisElementInit* elements;
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} ColliderTrisInitType1; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3f quad[4];
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/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
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/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
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/* 0x3C */ f32 acDist; // distance to nearest AC collision this frame.
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} ColliderQuadDim; // size = 0x40
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typedef struct {
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/* 0x00 */ Vec3f quad[4];
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} ColliderQuadDimInit; // size = 0x30
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x40 */ ColliderQuadDim dim;
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} ColliderQuad; // size = 0x80
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInit; // size = 0x50
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInitType1; // size = 0x50
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x40 */ ColliderJntSphElementDim dim;
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} ColliderSphere; // size = 0x58
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ ColliderJntSphElementDimInit dim;
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} ColliderSphereInit; // size = 0x2C
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typedef struct {
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/* 0x00 */ Linef line;
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/* 0x18 */ u16 ocFlags;
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} OcLine; // size = 0x1C
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typedef struct {
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/* 0x000 */ s16 colATCount;
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/* 0x002 */ u16 sacFlags; // Controls whether new collidors can be added or removed, or only swapped
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/* 0x004 */ Collider* colAT[50];
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/* 0x0CC */ s32 colACCount;
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/* 0x0D0 */ Collider* colAC[60];
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/* 0x1C0 */ s32 colOCCount;
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/* 0x1C4 */ Collider* colOC[50];
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/* 0x28C */ s32 colLineCount;
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/* 0x290 */ OcLine* colLine[3];
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} CollisionCheckContext; // size = 0x29C
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typedef struct {
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/* 0x0 */ u8 blood;
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/* 0x1 */ u8 effect;
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} HitInfo; // size = 0x2
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typedef enum {
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/* 0 */ BLOOD_NONE,
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/* 1 */ BLOOD_BLUE,
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/* 2 */ BLOOD_GREEN,
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/* 3 */ BLOOD_WATER,
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/* 4 */ BLOOD_RED,
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/* 5 */ BLOOD_RED2
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} ColChkBloodType;
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typedef enum {
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/* 0 */ HIT_WHITE,
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/* 1 */ HIT_DUST,
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/* 2 */ HIT_RED,
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/* 3 */ HIT_SOLID,
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/* 4 */ HIT_WOOD,
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/* 5 */ HIT_NONE
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} ColChkHitType;
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typedef enum {
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/* 0 */ MASSTYPE_IMMOVABLE,
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/* 1 */ MASSTYPE_HEAVY,
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/* 2 */ MASSTYPE_NORMAL
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} ColChkMassType;
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typedef enum {
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/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
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/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
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/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
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/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
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/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
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/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
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/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
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/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
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/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
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/* 9 */ COLTYPE_METAL,
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/* 10 */ COLTYPE_NONE,
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/* 11 */ COLTYPE_WOOD,
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/* 12 */ COLTYPE_HARD,
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/* 13 */ COLTYPE_TREE
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} ColliderType;
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typedef enum {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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/* 2 */ COLSHAPE_TRIS,
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/* 3 */ COLSHAPE_QUAD,
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/* 4 */ COLSHAPE_SPHERE,
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/* 5 */ COLSHAPE_MAX
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} ColliderShape;
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typedef enum {
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/* 0 */ ELEMTYPE_UNK0,
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/* 1 */ ELEMTYPE_UNK1,
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/* 2 */ ELEMTYPE_UNK2,
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/* 3 */ ELEMTYPE_UNK3,
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/* 4 */ ELEMTYPE_UNK4,
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/* 5 */ ELEMTYPE_UNK5,
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/* 6 */ ELEMTYPE_UNK6,
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/* 7 */ ELEMTYPE_UNK7
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} ElementType;
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#define SAC_ON (1 << 0) // CollisionContext SAC Flag
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#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
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#define AT_ON (1 << 0) // Can have AT collisions when set as AT
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#define AT_HIT (1 << 1) // Had an AT collision
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#define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
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#define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
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#define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
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#define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
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#define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
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#define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
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#define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
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#define AC_ON (1 << 0) // Can have AC collisions when set as AC
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#define AC_HIT (1 << 1) // Had an AC collision
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#define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
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#define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
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#define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
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#define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
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#define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
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#define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
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#define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
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#define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
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#define OC1_ON (1 << 0) // Can have OC collisions when set as OC
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#define OC1_HIT (1 << 1) // Had an OC collision
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#define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
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#define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
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#define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
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#define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
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#define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
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#define OC2_NONE 0 // No flags set. Has no OC type
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#define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
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#define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
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#define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
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#define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
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#define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
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#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
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#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
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#define TOUCH_NONE 0 // No flags set. Cannot have AT collisions
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#define TOUCH_ON (1 << 0) // Can have AT collisions
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#define TOUCH_HIT (1 << 1) // Had an AT collision
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#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
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#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
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#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
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#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound
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#define TOUCH_SFX_NONE (3 << 3) // No hit sound effect
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#define TOUCH_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
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#define TOUCH_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
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#define TOUCH_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
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#define BUMP_NONE 0 // No flags set. Cannot have AC collisions
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#define BUMP_ON (1 << 0) // Can have AC collisions
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#define BUMP_HIT (1 << 1) // Had an AC collision
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#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
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#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
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#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
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#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
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#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
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#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
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#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
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#define OCELEM_ON (1 << 0) // Can have OC collisions
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#define OCELEM_HIT (1 << 1) // Had an OC collision
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#define OCELEM_UNK2 (1 << 2) // Unknown purpose.
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#define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
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#define OCLINE_NONE 0 // Did not have an OcLine collision
|
|
#define OCLINE_HIT (1 << 0) // Had an OcLine collision
|
|
|
|
#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
|
|
|
|
// Don't use combinations of these flags in code until we figure out how we want to format them.
|
|
// It's okay to use these flags if the code is only checking a single flag, though.
|
|
#define DMG_DEKU_NUT (1 << 0x00)
|
|
#define DMG_DEKU_STICK (1 << 0x01)
|
|
#define DMG_HORSE_TRAMPLE (1 << 0x02)
|
|
#define DMG_EXPLOSIVES (1 << 0x03)
|
|
#define DMG_ZORA_BOOMERANG (1 << 0x04)
|
|
#define DMG_NORMAL_ARROW (1 << 0x05)
|
|
#define DMG_UNK_0x06 (1 << 0x06)
|
|
#define DMG_HOOKSHOT (1 << 0x07)
|
|
#define DMG_GORON_PUNCH (1 << 0x08)
|
|
#define DMG_SWORD (1 << 0x09)
|
|
#define DMG_GORON_POUND (1 << 0x0A)
|
|
#define DMG_FIRE_ARROW (1 << 0x0B)
|
|
#define DMG_ICE_ARROW (1 << 0x0C)
|
|
#define DMG_LIGHT_ARROW (1 << 0x0D)
|
|
#define DMG_GORON_SPIKES (1 << 0x0E)
|
|
#define DMG_DEKU_SPIN (1 << 0x0F)
|
|
#define DMG_DEKU_BUBBLE (1 << 0x10)
|
|
#define DMG_DEKU_LAUNCH (1 << 0x11)
|
|
#define DMG_UNK_0x12 (1 << 0x12)
|
|
#define DMG_ZORA_BARRIER (1 << 0x13)
|
|
#define DMG_NORMAL_SHIELD (1 << 0x14)
|
|
#define DMG_LIGHT_RAY (1 << 0x15)
|
|
#define DMG_THROWN_OBJECT (1 << 0x16)
|
|
#define DMG_ZORA_PUNCH (1 << 0x17)
|
|
#define DMG_SPIN_ATTACK (1 << 0x18)
|
|
#define DMG_SWORD_BEAM (1 << 0x19)
|
|
#define DMG_NORMAL_ROLL (1 << 0x1A)
|
|
#define DMG_UNK_0x1B (1 << 0x1B)
|
|
#define DMG_UNK_0x1C (1 << 0x1C)
|
|
#define DMG_UNBLOCKABLE (1 << 0x1D)
|
|
#define DMG_UNK_0x1E (1 << 0x1E)
|
|
#define DMG_POWDER_KEG (1 << 0x1F)
|
|
|
|
typedef struct DamageTable {
|
|
/* 0x00 */ u8 attack[32];
|
|
} DamageTable; // size = 0x20
|
|
|
|
typedef struct CollisionCheckInfoInit {
|
|
/* 0x0 */ u8 health;
|
|
/* 0x2 */ s16 cylRadius;
|
|
/* 0x4 */ s16 cylHeight;
|
|
/* 0x6 */ u8 mass;
|
|
} CollisionCheckInfoInit; // size = 0x8
|
|
|
|
typedef struct CollisionCheckInfoInit2 {
|
|
/* 0x0 */ u8 health;
|
|
/* 0x2 */ s16 cylRadius;
|
|
/* 0x4 */ s16 cylHeight;
|
|
/* 0x6 */ s16 cylYShift;
|
|
/* 0x8 */ u8 mass;
|
|
} CollisionCheckInfoInit2; // size = 0xC
|
|
|
|
typedef struct CollisionCheckInfo {
|
|
/* 0x00 */ DamageTable* damageTable;
|
|
/* 0x04 */ Vec3f displacement;
|
|
/* 0x10 */ s16 cylRadius;
|
|
/* 0x12 */ s16 cylHeight;
|
|
/* 0x14 */ s16 cylYShift;
|
|
/* 0x16 */ u8 mass;
|
|
/* 0x17 */ u8 health;
|
|
/* 0x18 */ u8 damage;
|
|
/* 0x19 */ u8 damageEffect;
|
|
/* 0x1A */ u8 atHitEffect;
|
|
/* 0x1B */ u8 acHitEffect;
|
|
} CollisionCheckInfo; // size = 0x1C
|
|
|
|
|
|
DamageTable* DamageTable_Get(s32 index);
|
|
void DamageTable_Clear(DamageTable* damageTable);
|
|
f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, u32* effect);
|
|
f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac);
|
|
s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo);
|
|
s32 Collider_InitBase(struct PlayState* play, Collider* collider);
|
|
s32 Collider_DestroyBase(struct PlayState* play, Collider* collider);
|
|
s32 Collider_SetBaseToActor(struct PlayState* play, Collider* collider, ColliderInitToActor* src);
|
|
s32 Collider_SetBaseType1(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInitType1* src);
|
|
s32 Collider_SetBase(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInit* src);
|
|
void Collider_ResetATBase(struct PlayState* play, Collider* collider);
|
|
void Collider_ResetACBase(struct PlayState* play, Collider* collider);
|
|
void Collider_ResetOCBase(struct PlayState* play, Collider* collider);
|
|
s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch);
|
|
s32 Collider_DestroyTouch(struct PlayState* play, ColliderTouch* touch);
|
|
s32 Collider_SetTouch(struct PlayState* play, ColliderTouch* touch, ColliderTouchInit* src);
|
|
void Collider_ResetATInfoUnk(struct PlayState* play, ColliderInfo* info);
|
|
s32 Collider_InitBump(struct PlayState* play, ColliderBump* bump);
|
|
s32 Collider_DestroyBump(struct PlayState* play, ColliderBump* bump);
|
|
s32 Collider_SetBump(struct PlayState* play, ColliderBump* bump, ColliderBumpInit* src);
|
|
s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info);
|
|
s32 Collider_DestroyInfo(struct PlayState* play, ColliderInfo* info);
|
|
s32 Collider_SetInfo(struct PlayState* play, ColliderInfo* info, ColliderInfoInit* src);
|
|
void Collider_ResetATInfo(struct PlayState* play, ColliderInfo* info);
|
|
void Collider_ResetACInfo(struct PlayState* play, ColliderInfo* info);
|
|
void Collider_ResetOCInfo(struct PlayState* play, ColliderInfo* info);
|
|
s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
|
|
s32 Collider_DestroyJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
|
|
s32 Collider_SetJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src);
|
|
s32 Collider_InitJntSphElement(struct PlayState* play, ColliderJntSphElement* element);
|
|
s32 Collider_DestroyJntSphElement(struct PlayState* play, ColliderJntSphElement* element);
|
|
s32 Collider_SetJntSphElement(struct PlayState* play, ColliderJntSphElement* dest, ColliderJntSphElementInit* src);
|
|
s32 Collider_ResetJntSphElementAT(struct PlayState* play, ColliderJntSphElement* collider);
|
|
s32 Collider_ResetJntSphElementAC(struct PlayState* play, ColliderJntSphElement* collider);
|
|
s32 Collider_ResetJntSphElementOC(struct PlayState* play, ColliderJntSphElement* collider);
|
|
s32 Collider_InitJntSph(struct PlayState* play, ColliderJntSph* collider);
|
|
s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* collider);
|
|
s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* collider);
|
|
s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* collider, ColliderJntSphInitToActor* src);
|
|
s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInitType1* src);
|
|
s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
|
|
s32 Collider_InitAndSetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
|
|
s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
|
|
s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
|
|
s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
|
|
s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* collider);
|
|
s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* collider);
|
|
s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
|
|
s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInitType1* src);
|
|
s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
|
|
s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
|
|
s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim);
|
|
s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim);
|
|
s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTrisElementDimInit* src);
|
|
s32 Collider_InitTrisElement(struct PlayState* play, ColliderTrisElement* element);
|
|
s32 Collider_DestroyTrisElement(struct PlayState* play, ColliderTrisElement* element);
|
|
s32 Collider_SetTrisElement(struct PlayState* play, ColliderTrisElement* element, ColliderTrisElementInit* src);
|
|
s32 Collider_ResetTrisElementAT(struct PlayState* play, ColliderTrisElement* element);
|
|
s32 Collider_ResetTrisElementAC(struct PlayState* play, ColliderTrisElement* element);
|
|
s32 Collider_ResetTrisElementOC(struct PlayState* play, ColliderTrisElement* element);
|
|
s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInitType1* src);
|
|
s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris);
|
|
s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements);
|
|
s32 Collider_ResetTrisAT(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetTrisAC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim);
|
|
s32 Collider_DestroyQuadDim(struct PlayState* play, ColliderQuadDim* dim);
|
|
s32 Collider_ResetQuadACDist(struct PlayState* play, ColliderQuadDim* dim);
|
|
void Collider_SetQuadMidpoints(ColliderQuadDim* dim);
|
|
s32 Collider_SetQuadDim(struct PlayState* play, ColliderQuadDim* dim, ColliderQuadDimInit* init);
|
|
s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* collider);
|
|
s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* collider);
|
|
s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInitType1* src);
|
|
s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
|
|
s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
|
|
s32 Collider_ResetQuadAT(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetQuadAC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetQuadOC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f* hitPos);
|
|
s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* collider);
|
|
s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* collider);
|
|
s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
|
|
s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
|
|
s32 Collider_ResetSphereAT(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetSphereAC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_ResetSphereOC(struct PlayState* play, Collider* collider);
|
|
s32 Collider_InitLine(struct PlayState* play, OcLine* line);
|
|
s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
|
|
s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f* b);
|
|
s32 Collider_SetLine(struct PlayState* play, OcLine* line, OcLine* src);
|
|
s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
|
|
void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colCtxt, OcLine* line);
|
|
s32 CollisionCheck_SkipTouch(ColliderInfo* info);
|
|
s32 CollisionCheck_SkipBump(ColliderInfo* info);
|
|
s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper);
|
|
void CollisionCheck_NoBlood(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_GreenBlood(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_WaterBurst(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_RedBlood(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_RedBloodUnused(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_HitSolid(struct PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos);
|
|
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo);
|
|
void CollisionCheck_HitEffects(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos);
|
|
void CollisionCheck_SetBounce(Collider* at, Collider* ac);
|
|
s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos);
|
|
void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg);
|
|
void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg);
|
|
void CollisionCheck_AC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
|
|
void CollisionCheck_SetJntSphHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
|
|
void CollisionCheck_SetHitEffects(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
void CollisionCheck_AC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT);
|
|
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colCtxt);
|
|
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_OC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
|
|
void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
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void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
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s32 CollisionCheck_SkipOC(Collider* collider);
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s32 CollisionCheck_Incompatible(Collider* left, Collider* right);
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void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt);
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void CollisionCheck_InitInfo(CollisionCheckInfo* info);
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
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void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
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void CollisionCheck_ApplyDamage(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info);
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void CollisionCheck_ApplyDamageJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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void CollisionCheck_ApplyDamageCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
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void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colCtxt);
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s32 CollisionCheck_LineOC_JntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
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s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
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void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* collider);
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void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
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void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void Collider_SetTrisDim(struct PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init);
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void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider);
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void Collider_UpdateSpheresElement(ColliderJntSph* collider, s32 index, struct Actor* actor);
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void Collider_UpdateSphere(s32 limb, ColliderSphere* collider);
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void CollisionCheck_SpawnRedBlood(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(struct PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* pos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
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#endif
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