PR Review

This commit is contained in:
engineer124
2023-10-22 17:27:35 +11:00
parent 9d8554e05a
commit 08035011c8
2 changed files with 85 additions and 85 deletions
+84 -84
View File
@@ -10,100 +10,100 @@ struct PlayState;
typedef struct {
/* 0x00 */ struct Actor* actor; // Attached actor
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} Collider; // size = 0x18
typedef struct {
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for OC collisions.
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for OC collisions.
/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x4 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x5 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
/* 0x5 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInit; // size = 0x6
typedef struct {
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x4 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
/* 0x4 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInitType1; // size = 0x5
typedef struct {
/* 0x0 */ struct Actor* actor; // Attached actor
/* 0x4 */ u8 atFlags; // Information flags for AT collisions.
/* 0x5 */ u8 acFlags; // Information flags for AC collisions.
/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x7 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
/* 0x4 */ u8 atFlags; // Information flags for AT collisions.
/* 0x5 */ u8 acFlags; // Information flags for AC collisions.
/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x7 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInitToActor; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
} ColliderTouch; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
} ColliderTouchInit; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Bumper damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
/* 0x6 */ Vec3s hitPos; // Point of contact
/* 0x0 */ u32 dmgFlags; // Bumper damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
/* 0x6 */ Vec3s hitPos; // Point of contact
} ColliderBump; // size = 0xC
typedef struct {
/* 0x0 */ u32 dmgFlags; // Bumper exclusion mask
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
/* 0x0 */ u32 dmgFlags; // Bumper exclusion mask
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
} ColliderBumpInit; // size = 0x8
typedef struct ColliderInfo {
/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
/* 0x18 */ Collider* atHit; // object touching this element's AT collider
/* 0x1C */ Collider* acHit; // object touching this element's AC collider
/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
/* 0x18 */ Collider* atHit; // object touching this element's AT collider
/* 0x1C */ Collider* acHit; // object touching this element's AC collider
/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
} ColliderInfo; // size = 0x28
typedef struct {
/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x04 */ ColliderTouchInit toucher; // Damage properties when acting as an AT collider
/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x04 */ ColliderTouchInit toucher; // Damage properties when acting as an AT collider
/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
} ColliderInfoInit; // size = 0x18
typedef struct {
/* 0x00 */ Sphere16 modelSphere; // model space sphere
/* 0x08 */ Sphere16 worldSphere; // world space sphere
/* 0x10 */ f32 scale; // worldsphere = modelsphere * scale * 0.01
/* 0x14 */ u8 limb; // attached limb
/* 0x00 */ Sphere16 modelSphere; // model space sphere
/* 0x08 */ Sphere16 worldSphere; // world space sphere
/* 0x10 */ f32 scale; // worldsphere = modelsphere * scale * 0.01
/* 0x14 */ u8 limb; // attached limb
} ColliderJntSphElementDim; // size = 0x18
typedef struct {
/* 0x0 */ u8 limb; // attached limb
/* 0x2 */ Sphere16 modelSphere; // model space sphere
/* 0xA */ s16 scale; // world space sphere = model * scale * 0.01
/* 0x0 */ u8 limb; // attached limb
/* 0x2 */ Sphere16 modelSphere; // model space sphere
/* 0xA */ s16 scale; // world space sphere = model * scale * 0.01
} ColliderJntSphElementDimInit; // size = 0xC
typedef struct {
@@ -141,27 +141,27 @@ typedef struct {
} ColliderJntSphInitToActor; // size = 0x10
typedef struct {
/* 0x00 */ Collider base;
/* 0x00 */ Collider base;
/* 0x18 */ ColliderInfo info;
/* 0x40 */ Cylinder16 dim;
/* 0x40 */ Cylinder16 dim;
} ColliderCylinder; // size = 0x4C
typedef struct {
/* 0x00 */ ColliderInit base;
/* 0x00 */ ColliderInit base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ Cylinder16 dim;
/* 0x20 */ Cylinder16 dim;
} ColliderCylinderInit; // size = 0x2C
typedef struct {
/* 0x00 */ ColliderInitType1 base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ Cylinder16 dim;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ Cylinder16 dim;
} ColliderCylinderInitType1; // size = 0x2C
typedef struct {
/* 0x00 */ ColliderInitToActor base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ Cylinder16 dim;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ Cylinder16 dim;
} ColliderCylinderInitToActor; // size = 0x2C
typedef struct {
@@ -170,7 +170,7 @@ typedef struct {
typedef struct {
/* 0x00 */ ColliderInfo info;
/* 0x28 */ TriNorm dim;
/* 0x28 */ TriNorm dim;
} ColliderTrisElement; // size = 0x5C
typedef struct {
@@ -198,9 +198,9 @@ typedef struct {
typedef struct {
/* 0x00 */ Vec3f quad[4];
/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
/* 0x3C */ f32 acDist; // distance to nearest AC collision this frame.
/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
/* 0x3C */ f32 acDist; // distance to nearest AC collision this frame.
} ColliderQuadDim; // size = 0x40
typedef struct {
@@ -208,50 +208,50 @@ typedef struct {
} ColliderQuadDimInit; // size = 0x30
typedef struct {
/* 0x00 */ Collider base;
/* 0x18 */ ColliderInfo info;
/* 0x00 */ Collider base;
/* 0x18 */ ColliderInfo info;
/* 0x40 */ ColliderQuadDim dim;
} ColliderQuad; // size = 0x80
typedef struct {
/* 0x00 */ ColliderInit base;
/* 0x08 */ ColliderInfoInit info;
/* 0x00 */ ColliderInit base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ ColliderQuadDimInit dim;
} ColliderQuadInit; // size = 0x50
typedef struct {
/* 0x00 */ ColliderInitType1 base;
/* 0x08 */ ColliderInfoInit info;
/* 0x00 */ ColliderInitType1 base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ ColliderQuadDimInit dim;
} ColliderQuadInitType1; // size = 0x50
typedef struct {
/* 0x00 */ Collider base;
/* 0x00 */ Collider base;
/* 0x18 */ ColliderInfo info;
/* 0x40 */ ColliderJntSphElementDim dim;
} ColliderSphere; // size = 0x58
typedef struct {
/* 0x00 */ ColliderInit base;
/* 0x00 */ ColliderInit base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ ColliderJntSphElementDimInit dim;
} ColliderSphereInit; // size = 0x2C
typedef struct {
/* 0x00 */ Linef line;
/* 0x18 */ u16 ocFlags;
/* 0x18 */ u16 ocFlags;
} OcLine; // size = 0x1C
typedef struct {
/* 0x000 */ s16 colATCount;
/* 0x002 */ u16 sacFlags; // Controls whether new collidors can be added or removed, or only swapped
/* 0x000 */ s16 colATCount;
/* 0x002 */ u16 sacFlags; // Controls whether new collidors can be added or removed, or only swapped
/* 0x004 */ Collider* colAT[50];
/* 0x0CC */ s32 colACCount;
/* 0x0CC */ s32 colACCount;
/* 0x0D0 */ Collider* colAC[60];
/* 0x1C0 */ s32 colOCCount;
/* 0x1C0 */ s32 colOCCount;
/* 0x1C4 */ Collider* colOC[50];
/* 0x28C */ s32 colLineCount;
/* 0x290 */ OcLine* colLine[3];
/* 0x28C */ s32 colLineCount;
/* 0x290 */ OcLine* colLine[3];
} CollisionCheckContext; // size = 0x29C
typedef struct {
+1 -1
View File
@@ -247,7 +247,7 @@ f32 Math3D_Cos(Vec3f* a, Vec3f* b) {
}
/**
* Calculates the cosine between vectors `a` and `b` and places the result in `ret`
* Calculates the cosine between vectors `a` and `b` and places the result in `dst`
* returns true if the cosine cannot be calculated because the product of the magnitudes is zero
*/
s32 Math3D_CosOut(Vec3f* a, Vec3f* b, f32* dst) {