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-rw-r--r--src/code/z_collision_check.c940
1 files changed, 469 insertions, 471 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 05c82857f..7557fab51 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -102,15 +102,15 @@ void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC,
s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider) {
static Collider init = {
- NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_INVALID,
+ NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
};
*collider = init;
- return 1;
+ return true;
}
s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider) {
- return 1;
+ return true;
}
/**
@@ -123,7 +123,7 @@ s32 Collider_SetBaseToActor(GlobalContext* globalCtx, Collider* collider, Collid
collider->ocFlags1 = src->ocFlags1;
collider->ocFlags2 = OC2_TYPE_1;
collider->shape = src->shape;
- return 1;
+ return true;
}
/**
@@ -137,7 +137,7 @@ s32 Collider_SetBaseType1(GlobalContext* globalCtx, Collider* collider, Actor* a
collider->ocFlags1 = src->ocFlags1;
collider->ocFlags2 = OC2_TYPE_1;
collider->shape = src->shape;
- return 1;
+ return true;
}
s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src) {
@@ -148,7 +148,7 @@ s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor,
collider->ocFlags1 = src->ocFlags1;
collider->ocFlags2 = src->ocFlags2;
collider->shape = src->shape;
- return 1;
+ return true;
}
void Collider_ResetATBase(GlobalContext* globalCtx, Collider* collider) {
@@ -171,18 +171,18 @@ s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch) {
static ColliderTouch init = { 0x00000000, 0, 0 };
*touch = init;
- return 1;
+ return true;
}
s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch) {
- return 1;
+ return true;
}
s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* dest, ColliderTouch* src) {
dest->dmgFlags = src->dmgFlags;
dest->effect = src->effect;
dest->damage = src->damage;
- return 1;
+ return true;
}
void Collider_ResetATInfo_Unk(GlobalContext* globalCtx, ColliderInfo* info) {
@@ -192,18 +192,18 @@ s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump) {
static ColliderBump init = { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } };
*bump = init;
- return 1;
+ return true;
}
s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump) {
- return 1;
+ return true;
}
s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* init) {
bump->dmgFlags = init->dmgFlags;
bump->effect = init->effect;
bump->defense = init->defense;
- return 1;
+ return true;
}
s32 Collider_InitInfo(GlobalContext* globalCtx, ColliderInfo* info) {
@@ -218,13 +218,13 @@ s32 Collider_InitInfo(GlobalContext* globalCtx, ColliderInfo* info) {
*info = init;
Collider_InitTouch(globalCtx, &info->toucher);
Collider_InitBump(globalCtx, &info->bumper);
- return 1;
+ return true;
}
s32 Collider_DestroyInfo(GlobalContext* globalCtx, ColliderInfo* info) {
Collider_DestroyTouch(globalCtx, &info->toucher);
Collider_DestroyBump(globalCtx, &info->bumper);
- return 1;
+ return true;
}
s32 Collider_SetInfo(GlobalContext* globalCtx, ColliderInfo* info, ColliderInfoInit* infoInit) {
@@ -234,7 +234,7 @@ s32 Collider_SetInfo(GlobalContext* globalCtx, ColliderInfo* info, ColliderInfoI
info->toucherFlags = infoInit->toucherFlags;
info->bumperFlags = infoInit->bumperFlags;
info->ocElemFlags = infoInit->ocElemFlags;
- return 1;
+ return true;
}
void Collider_ResetATInfo(GlobalContext* globalCtx, ColliderInfo* info) {
@@ -265,11 +265,11 @@ s32 Collider_InitJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElemen
0,
};
*dim = init;
- return 1;
+ return true;
}
s32 Collider_DestroyJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* element) {
- return 1;
+ return true;
}
s32 Collider_SetJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dest,
@@ -277,40 +277,40 @@ s32 Collider_SetJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElement
dest->limb = src->limb;
dest->modelSphere = src->modelSphere;
dest->scale = src->scale * 0.01f;
- return 1;
+ return true;
}
s32 Collider_InitJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) {
Collider_InitInfo(globalCtx, &element->info);
Collider_InitJntSphElementDim(globalCtx, &element->dim);
- return 1;
+ return true;
}
s32 Collider_DestroyJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) {
Collider_DestroyInfo(globalCtx, &element->info);
Collider_DestroyJntSphElementDim(globalCtx, &element->dim);
- return 1;
+ return true;
}
s32 Collider_SetJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) {
Collider_SetInfo(globalCtx, &dest->info, &src->info);
Collider_SetJntSphElementDim(globalCtx, &dest->dim, &src->dim);
- return 1;
+ return true;
}
s32 Collider_ResetJntSphElementAT(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
Collider_ResetATInfo(globalCtx, &collider->info);
- return 1;
+ return true;
}
s32 Collider_ResetJntSphElementAC(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
Collider_ResetACInfo(globalCtx, &collider->info);
- return 1;
+ return true;
}
s32 Collider_ResetJntSphElementOC(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
Collider_ResetOCInfo(globalCtx, &collider->info);
- return 1;
+ return true;
}
/**
@@ -320,7 +320,7 @@ s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
Collider_InitBase(globalCtx, &collider->base);
collider->count = 0;
collider->elements = NULL;
- return 1;
+ return true;
}
/**
@@ -339,7 +339,7 @@ s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
ZeldaArena_FreeDebug(collider->elements, "../z_collision_check.c", 1393);
}
collider->elements = NULL;
- return 1;
+ return true;
}
/**
@@ -354,7 +354,7 @@ s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
}
collider->count = 0;
collider->elements = NULL;
- return 1;
+ return true;
}
/**
@@ -374,7 +374,7 @@ s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* dest, Co
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("ClObjJntSph_set():zelda_malloc()出来ません。\n"); // "Can not."
osSyncPrintf(VT_RST);
- return 0;
+ return false;
}
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
@@ -382,7 +382,7 @@ s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* dest, Co
Collider_InitJntSphElement(globalCtx, destElem);
Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -403,7 +403,7 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* dest,
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("ClObjJntSph_set3():zelda_malloc_出来ません。\n"); // "Can not."
osSyncPrintf(VT_RST);
- return 0;
+ return false;
}
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
@@ -411,7 +411,7 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* dest,
Collider_InitJntSphElement(globalCtx, destElem);
Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -431,14 +431,14 @@ s32 Collider_SetJntSphAlloc(GlobalContext* globalCtx, ColliderJntSph* dest, Acto
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("ClObjJntSph_set5():zelda_malloc出来ません\n"); // "Can not."
osSyncPrintf(VT_RST);
- return 0;
+ return false;
}
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
destElem++, srcElem++) {
Collider_InitJntSphElement(globalCtx, destElem);
Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -459,7 +459,7 @@ s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* ac
Collider_InitJntSphElement(globalCtx, destElem);
Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -474,7 +474,7 @@ s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider) {
for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
Collider_ResetJntSphElementAT(globalCtx, element);
}
- return 1;
+ return true;
}
/**
@@ -489,7 +489,7 @@ s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider) {
for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
Collider_ResetJntSphElementAC(globalCtx, element);
}
- return 1;
+ return true;
}
/**
@@ -504,23 +504,23 @@ s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider) {
for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
Collider_ResetJntSphElementOC(globalCtx, element);
}
- return 1;
+ return true;
}
s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) {
Cylinder16 init = { 0, 0, 0, { 0, 0, 0 } };
*dim = init;
- return 1;
+ return true;
}
s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) {
- return 1;
+ return true;
}
s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dest, Cylinder16* src) {
*dest = *src;
- return 1;
+ return true;
}
/**
@@ -530,7 +530,7 @@ s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider)
Collider_InitBase(globalCtx, &collider->base);
Collider_InitInfo(globalCtx, &collider->info);
Collider_InitCylinderDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
/**
@@ -540,7 +540,7 @@ s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collide
Collider_DestroyBase(globalCtx, &collider->base);
Collider_DestroyInfo(globalCtx, &collider->info);
Collider_DestroyCylinderDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
/**
@@ -552,7 +552,7 @@ s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* coll
Collider_SetBaseToActor(globalCtx, &collider->base, &src->base);
Collider_SetInfo(globalCtx, &collider->info, &src->info);
Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
- return 1;
+ return true;
}
/**
@@ -563,7 +563,7 @@ s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collid
Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base);
Collider_SetInfo(globalCtx, &collider->info, &src->info);
Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
- return 1;
+ return true;
}
/**
@@ -574,7 +574,7 @@ s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, A
Collider_SetBase(globalCtx, &collider->base, actor, &src->base);
Collider_SetInfo(globalCtx, &collider->info, &src->info);
Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
- return 1;
+ return true;
}
/**
@@ -585,7 +585,7 @@ s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetATBase(globalCtx, &cylinder->base);
Collider_ResetATInfo(globalCtx, &cylinder->info);
- return 1;
+ return true;
}
/**
@@ -596,7 +596,7 @@ s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetACBase(globalCtx, &cylinder->base);
Collider_ResetACInfo(globalCtx, &cylinder->info);
- return 1;
+ return true;
}
/**
@@ -607,7 +607,7 @@ s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetOCBase(globalCtx, &cylinder->base);
Collider_ResetOCInfo(globalCtx, &cylinder->info);
- return 1;
+ return true;
}
s32 Collider_InitTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) {
@@ -617,11 +617,11 @@ s32 Collider_InitTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) {
};
*dim = init;
- return 1;
+ return true;
}
s32 Collider_DestroyTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) {
- return 1;
+ return true;
}
s32 Collider_SetTrisElementDim(GlobalContext* globalCtx, TriNorm* dest, ColliderTrisElementDimInit* src) {
@@ -642,40 +642,40 @@ s32 Collider_SetTrisElementDim(GlobalContext* globalCtx, TriNorm* dest, Collider
dest->plane.normal.y = ny;
dest->plane.normal.z = nz;
dest->plane.originDist = originDist;
- return 1;
+ return true;
}
s32 Collider_InitTrisElement(GlobalContext* globalCtx, ColliderTrisElement* collider) {
Collider_InitInfo(globalCtx, &collider->info);
Collider_InitTrisElementDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
s32 Collider_DestroyTrisElement(GlobalContext* globalCtx, ColliderTrisElement* collider) {
Collider_DestroyInfo(globalCtx, &collider->info);
Collider_DestroyTrisElementDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
s32 Collider_SetTrisElement(GlobalContext* globalCtx, ColliderTrisElement* dest, ColliderTrisElementInit* src) {
Collider_SetInfo(globalCtx, &dest->info, &src->info);
Collider_SetTrisElementDim(globalCtx, &dest->dim, &src->dim);
- return 1;
+ return true;
}
s32 Collider_ResetTrisElementAT(GlobalContext* globalCtx, ColliderTrisElement* element) {
Collider_ResetATInfo(globalCtx, &element->info);
- return 1;
+ return true;
}
s32 Collider_ResetTrisElementAC(GlobalContext* globalCtx, ColliderTrisElement* element) {
Collider_ResetACInfo(globalCtx, &element->info);
- return 1;
+ return true;
}
s32 Collider_ResetTrisElementOC(GlobalContext* globalCtx, ColliderTrisElement* element) {
Collider_ResetOCInfo(globalCtx, &element->info);
- return 1;
+ return true;
}
/**
@@ -685,7 +685,7 @@ s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris) {
Collider_InitBase(globalCtx, &tris->base);
tris->count = 0;
tris->elements = 0;
- return 1;
+ return true;
}
/**
@@ -705,7 +705,7 @@ s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris) {
ZeldaArena_FreeDebug(tris->elements, "../z_collision_check.c", 2099);
}
tris->elements = NULL;
- return 1;
+ return true;
}
/**
@@ -721,7 +721,7 @@ s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris) {
tris->count = 0;
tris->elements = NULL;
- return 1;
+ return true;
}
/**
@@ -740,14 +740,14 @@ s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* dest, Act
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("ClObjTris_set3():zelda_malloc()出来ません\n"); // "Can not."
osSyncPrintf(VT_RST);
- return 0;
+ return false;
}
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
destElem++, srcElem++) {
Collider_InitTrisElement(globalCtx, destElem);
Collider_SetTrisElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -767,7 +767,7 @@ s32 Collider_SetTrisAlloc(GlobalContext* globalCtx, ColliderTris* dest, Actor* a
osSyncPrintf("ClObjTris_set5():zelda_malloc出来ません\n"); // "Can not."
osSyncPrintf(VT_RST);
dest->count = 0;
- return 0;
+ return false;
}
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
@@ -775,7 +775,7 @@ s32 Collider_SetTrisAlloc(GlobalContext* globalCtx, ColliderTris* dest, Actor* a
Collider_InitTrisElement(globalCtx, destElem);
Collider_SetTrisElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -796,7 +796,7 @@ s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor,
Collider_InitTrisElement(globalCtx, destElem);
Collider_SetTrisElement(globalCtx, destElem, srcElem);
}
- return 1;
+ return true;
}
/**
@@ -810,7 +810,7 @@ s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider) {
for (element = tris->elements; element < tris->elements + tris->count; element++) {
Collider_ResetTrisElementAT(globalCtx, element);
}
- return 1;
+ return true;
}
/**
@@ -824,7 +824,7 @@ s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider) {
for (element = tris->elements; element < tris->elements + tris->count; element++) {
Collider_ResetTrisElementAC(globalCtx, element);
}
- return 1;
+ return true;
}
/**
@@ -838,7 +838,7 @@ s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider) {
for (element = tris->elements; element < tris->elements + tris->count; element++) {
Collider_ResetTrisElementOC(globalCtx, element);
}
- return 1;
+ return true;
}
s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
@@ -850,16 +850,16 @@ s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
};
*dim = init;
- return 1;
+ return true;
}
s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
- return 1;
+ return true;
}
s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim) {
dim->acDist = 1.0E38f;
- return 1;
+ return true;
}
void Collider_SetQuadMidpoints(ColliderQuadDim* dim) {
@@ -877,7 +877,7 @@ s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dest, Collide
dest->quad[2] = src->quad[2];
dest->quad[3] = src->quad[3];
Collider_SetQuadMidpoints(dest);
- return 1;
+ return true;
}
/**
@@ -887,7 +887,7 @@ s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider) {
Collider_InitBase(globalCtx, &collider->base);
Collider_InitInfo(globalCtx, &collider->info);
Collider_InitQuadDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
/**
@@ -897,7 +897,7 @@ s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider) {
Collider_DestroyBase(globalCtx, &collider->base);
Collider_DestroyInfo(globalCtx, &collider->info);
Collider_DestroyQuadDim(globalCtx, &collider->dim);
- return 1;
+ return true;
}
/**
@@ -907,7 +907,7 @@ s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Acto
Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base);
Collider_SetInfo(globalCtx, &collider->info, &src->info);
Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim);
- return 1;
+ return true;
}
/**
@@ -917,7 +917,7 @@ s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* ac
Collider_SetBase(globalCtx, &collider->base, actor, &src->base);
Collider_SetInfo(globalCtx, &collider->info, &src->info);
Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim);
- return 1;
+ return true;
}
/**
@@ -929,7 +929,7 @@ s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetATBase(globalCtx, &quad->base);
Collider_ResetATInfo(globalCtx, &quad->info);
Collider_ResetQuadACDist(globalCtx, &quad->dim);
- return 1;
+ return true;
}
/**
@@ -940,7 +940,7 @@ s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetACBase(globalCtx, &quad->base);
Collider_ResetACInfo(globalCtx, &quad->info);
- return 1;
+ return true;
}
/**
@@ -951,7 +951,7 @@ s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider) {
Collider_ResetOCBase(globalCtx, &quad->base);
Collider_ResetOCInfo(globalCtx, &quad->info);
- return 1;
+ return true;
}
/**
@@ -989,7 +989,7 @@ s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line) {
Math_Vec3f_Copy(&line->line.a, &init);
Math_Vec3f_Copy(&line->line.b, &init);
- return 1;
+ return true;
}
/**
@@ -997,7 +997,7 @@ s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line) {
* OcLines are entirely unused.
*/
s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line) {
- return 1;
+ return true;
}
/**
@@ -1007,7 +1007,7 @@ s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line) {
s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* ocLine, Vec3f* a, Vec3f* b) {
Math_Vec3f_Copy(&ocLine->line.a, a);
Math_Vec3f_Copy(&ocLine->line.b, b);
- return 1;
+ return true;
}
/**
@@ -1017,7 +1017,7 @@ s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* ocLine, Vec3f* a, V
s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* dest, OcLine* src) {
dest->ocFlags = src->ocFlags;
Collider_SetLinePoints(globalCtx, dest, &src->line.a, &src->line.b);
- return 1;
+ return true;
}
/**
@@ -1026,7 +1026,7 @@ s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* dest, OcLine* src) {
*/
s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line) {
line->ocFlags &= ~OCLINE_HIT;
- return 1;
+ return true;
}
/**
@@ -1050,7 +1050,7 @@ void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext
Collider** col;
OcLine** line;
- if (!(colChkCtx->sacFlags & 1)) {
+ if (!(colChkCtx->sacFlags & SAC_ENABLE)) {
colChkCtx->colATCount = 0;
colChkCtx->colACCount = 0;
colChkCtx->colOCCount = 0;
@@ -1077,14 +1077,14 @@ void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext
* Enables SAC, an alternate collision check mode that allows direct management of collider lists. Unused.
*/
void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx) {
- colChkCtx->sacFlags |= 1;
+ colChkCtx->sacFlags |= SAC_ENABLE;
}
/**
* Disables SAC, an alternate collision check mode that allows direct management of collider lists. Unused.
*/
void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx) {
- colChkCtx->sacFlags &= ~1;
+ colChkCtx->sacFlags &= ~SAC_ENABLE;
}
/**
@@ -1180,7 +1180,7 @@ s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colChk
if (FrameAdvance_IsEnabled(globalCtx) == true) {
return -1;
}
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 2997);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 2997);
sATResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1190,7 +1190,7 @@ s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colChk
osSyncPrintf("CollisionCheck_setAT():インデックスがオーバーして追加不能\n");
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
return -1;
}
index = colChkCtx->colATCount;
@@ -1205,7 +1205,7 @@ s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colChk
*/
s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider,
s32 index) {
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3037);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3037);
if (FrameAdvance_IsEnabled(globalCtx) == true) {
return -1;
}
@@ -1213,7 +1213,7 @@ s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* co
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
if (!(index < colChkCtx->colATCount)) {
// "You are trying to register a location that is larger than the total number of data."
osSyncPrintf("CollisionCheck_setAT_SAC():全データ数より大きいところに登録しようとしている。\n");
@@ -1249,7 +1249,7 @@ s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colChk
if (FrameAdvance_IsEnabled(globalCtx) == true) {
return -1;
}
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3114);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3114);
sACResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1259,7 +1259,7 @@ s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colChk
osSyncPrintf("CollisionCheck_setAC():インデックスがオーバして追加不能\n");
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
return -1;
}
index = colChkCtx->colACCount;
@@ -1274,7 +1274,7 @@ s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colChk
*/
s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider,
s32 index) {
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3153);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3153);
if (FrameAdvance_IsEnabled(globalCtx) == true) {
return -1;
}
@@ -1282,7 +1282,7 @@ s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* co
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
if (!(index < colChkCtx->colACCount)) {
// "You are trying to register a location that is larger than the total number of data."
osSyncPrintf("CollisionCheck_setAC_SAC():全データ数より大きいところに登録しようとしている。\n");
@@ -1319,7 +1319,7 @@ s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colChk
return -1;
}
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3229);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3229);
sOCResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
@@ -1330,7 +1330,7 @@ s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colChk
osSyncPrintf("CollisionCheck_setOC():インデックスがオーバして追加不能\n");
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
return -1;
}
index = colChkCtx->colOCCount;
@@ -1348,12 +1348,12 @@ s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* co
if (FrameAdvance_IsEnabled(globalCtx) == true) {
return -1;
}
- ASSERT(collider->shape <= COLSHAPE_QUAD, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3274);
+ ASSERT(collider->shape < COLSHAPE_MAX, "pcl_obj->data_type <= CL_DATA_LBL_SWRD", "../z_collision_check.c", 3274);
sOCResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
}
- if (colChkCtx->sacFlags & 1) {
+ if (colChkCtx->sacFlags & SAC_ENABLE) {
if (!(index < colChkCtx->colOCCount)) {
// "You are trying to register a location that is larger than the total number of data."
osSyncPrintf("CollisionCheck_setOC_SAC():全データ数より大きいところに登録しようとしている。\n");
@@ -1399,9 +1399,9 @@ s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* co
*/
s32 CollisionCheck_SkipTouch(ColliderInfo* info) {
if (!(info->toucherFlags & TOUCH_ON)) {
- return 1;
+ return true;
}
- return 0;
+ return false;
}
/**
@@ -1409,9 +1409,9 @@ s32 CollisionCheck_SkipTouch(ColliderInfo* info) {
*/
s32 CollisionCheck_SkipBump(ColliderInfo* info) {
if (!(info->bumperFlags & BUMP_ON)) {
- return 1;
+ return true;
}
- return 0;
+ return false;
}
/**
@@ -1419,9 +1419,9 @@ s32 CollisionCheck_SkipBump(ColliderInfo* info) {
*/
s32 CollisionCheck_NoSharedFlags(ColliderInfo* atInfo, ColliderInfo* acInfo) {
if (!(atInfo->toucher.dmgFlags & acInfo->bumper.dmgFlags)) {
- return 1;
+ return true;
}
- return 0;
+ return false;
}
/**
@@ -1436,52 +1436,52 @@ void CollisionCheck_NoBlood(GlobalContext* globalCtx, Collider* collider, Vec3f*
* Used by collider types HIT0 and HIT8.
*/
void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
- static EffectSparkInit D_8015D8A0;
+ static EffectSparkInit sparkInit;
s32 effectIndex;
- D_8015D8A0.position.x = v->x;
- D_8015D8A0.position.y = v->y;
- D_8015D8A0.position.z = v->z;
- D_8015D8A0.uDiv = 5;
- D_8015D8A0.vDiv = 5;
- D_8015D8A0.colorStart[0].r = 10;
- D_8015D8A0.colorStart[0].g = 10;
- D_8015D8A0.colorStart[0].b = 200;
- D_8015D8A0.colorStart[0].a = 255;
- D_8015D8A0.colorStart[1].r = 0;
- D_8015D8A0.colorStart[1].g = 0;
- D_8015D8A0.colorStart[1].b = 128;
- D_8015D8A0.colorStart[1].a = 255;
- D_8015D8A0.colorStart[2].r = 0;
- D_8015D8A0.colorStart[2].g = 0;
- D_8015D8A0.colorStart[2].b = 128;
- D_8015D8A0.colorStart[2].a = 255;
- D_8015D8A0.colorStart[3].r = 0;
- D_8015D8A0.colorStart[3].g = 0;
- D_8015D8A0.colorStart[3].b = 128;
- D_8015D8A0.colorStart[3].a = 255;
- D_8015D8A0.colorEnd[0].r = 0;
- D_8015D8A0.colorEnd[0].g = 0;
- D_8015D8A0.colorEnd[0].b = 32;
- D_8015D8A0.colorEnd[0].a = 0;
- D_8015D8A0.colorEnd[1].r = 0;
- D_8015D8A0.colorEnd[1].g = 0;
- D_8015D8A0.colorEnd[1].b = 32;
- D_8015D8A0.colorEnd[1].a = 0;
- D_8015D8A0.colorEnd[2].r = 0;
- D_8015D8A0.colorEnd[2].g = 0;
- D_8015D8A0.colorEnd[2].b = 64;
- D_8015D8A0.colorEnd[2].a = 0;
- D_8015D8A0.colorEnd[3].r = 0;
- D_8015D8A0.colorEnd[3].g = 0;
- D_8015D8A0.colorEnd[3].b = 64;
- D_8015D8A0.colorEnd[3].a = 0;
- D_8015D8A0.timer = 0;
- D_8015D8A0.duration = 16;
- D_8015D8A0.speed = 8.0f;
- D_8015D8A0.gravity = -1.0f;
-
- Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &D_8015D8A0);
+ sparkInit.position.x = v->x;
+ sparkInit.position.y = v->y;
+ sparkInit.position.z = v->z;
+ sparkInit.uDiv = 5;
+ sparkInit.vDiv = 5;
+ sparkInit.colorStart[0].r = 10;
+ sparkInit.colorStart[0].g = 10;
+ sparkInit.colorStart[0].b = 200;
+ sparkInit.colorStart[0].a = 255;
+ sparkInit.colorStart[1].r = 0;
+ sparkInit.colorStart[1].g = 0;
+ sparkInit.colorStart[1].b = 128;
+ sparkInit.colorStart[1].a = 255;
+ sparkInit.colorStart[2].r = 0;
+ sparkInit.colorStart[2].g = 0;
+ sparkInit.colorStart[2].b = 128;
+ sparkInit.colorStart[2].a = 255;
+ sparkInit.colorStart[3].r = 0;
+ sparkInit.colorStart[3].g = 0;
+ sparkInit.colorStart[3].b = 128;
+ sparkInit.colorStart[3].a = 255;
+ sparkInit.colorEnd[0].r = 0;
+ sparkInit.colorEnd[0].g = 0;
+ sparkInit.colorEnd[0].b = 32;
+ sparkInit.colorEnd[0].a = 0;
+ sparkInit.colorEnd[1].r = 0;
+ sparkInit.colorEnd[1].g = 0;
+ sparkInit.colorEnd[1].b = 32;
+ sparkInit.colorEnd[1].a = 0;
+ sparkInit.colorEnd[2].r = 0;
+ sparkInit.colorEnd[2].g = 0;
+ sparkInit.colorEnd[2].b = 64;
+ sparkInit.colorEnd[2].a = 0;
+ sparkInit.colorEnd[3].r = 0;
+ sparkInit.colorEnd[3].g = 0;
+ sparkInit.colorEnd[3].b = 64;
+ sparkInit.colorEnd[3].a = 0;
+ sparkInit.timer = 0;
+ sparkInit.duration = 16;
+ sparkInit.speed = 8.0f;
+ sparkInit.gravity = -1.0f;
+
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &sparkInit);
}
/**
@@ -1489,52 +1489,52 @@ void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3
* Used by collider types HIT2 and HIT6. No actor has type HIT2.
*/
void CollisionCheck_GreenBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
- static EffectSparkInit D_8015DD68;
+ static EffectSparkInit sparkInit;
s32 effectIndex;
- D_8015DD68.position.x = v->x;
- D_8015DD68.position.y = v->y;
- D_8015DD68.position.z = v->z;
- D_8015DD68.uDiv = 5;
- D_8015DD68.vDiv = 5;
- D_8015DD68.colorStart[0].r = 10;
- D_8015DD68.colorStart[0].g = 200;
- D_8015DD68.colorStart[0].b = 10;
- D_8015DD68.colorStart[0].a = 255;
- D_8015DD68.colorStart[1].r = 0;
- D_8015DD68.colorStart[1].g = 128;
- D_8015DD68.colorStart[1].b = 0;
- D_8015DD68.colorStart[1].a = 255;
- D_8015DD68.colorStart[2].r = 0;
- D_8015DD68.colorStart[2].g = 128;
- D_8015DD68.colorStart[2].b = 0;
- D_8015DD68.colorStart[2].a = 255;
- D_8015DD68.colorStart[3].r = 0;
- D_8015DD68.colorStart[3].g = 128;
- D_8015DD68.colorStart[3].b = 0;
- D_8015DD68.colorStart[3].a = 255;
- D_8015DD68.colorEnd[0].r = 0;
- D_8015DD68.colorEnd[0].g = 32;
- D_8015DD68.colorEnd[0].b = 0;
- D_8015DD68.colorEnd[0].a = 0;
- D_8015DD68.colorEnd[1].r = 0;
- D_8015DD68.colorEnd[1].g = 32;
- D_8015DD68.colorEnd[1].b = 0;
- D_8015DD68.colorEnd[1].a = 0;
- D_8015DD68.colorEnd[2].r = 0;
- D_8015DD68.colorEnd[2].g = 64;
- D_8015DD68.colorEnd[2].b = 0;
- D_8015DD68.colorEnd[2].a = 0;
- D_8015DD68.colorEnd[3].r = 0;
- D_8015DD68.colorEnd[3].g = 64;
- D_8015DD68.colorEnd[3].b = 0;
- D_8015DD68.colorEnd[3].a = 0;
- D_8015DD68.timer = 0;
- D_8015DD68.duration = 16;
- D_8015DD68.speed = 8.0f;
- D_8015DD68.gravity = -1.0f;
-
- Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &D_8015DD68);
+ sparkInit.position.x = v->x;
+ sparkInit.position.y = v->y;
+ sparkInit.position.z = v->z;
+ sparkInit.uDiv = 5;
+ sparkInit.vDiv = 5;
+ sparkInit.colorStart[0].r = 10;
+ sparkInit.colorStart[0].g = 200;
+ sparkInit.colorStart[0].b = 10;
+ sparkInit.colorStart[0].a = 255;
+ sparkInit.colorStart[1].r = 0;
+ sparkInit.colorStart[1].g = 128;
+ sparkInit.colorStart[1].b = 0;
+ sparkInit.colorStart[1].a = 255;
+ sparkInit.colorStart[2].r = 0;
+ sparkInit.colorStart[2].g = 128;
+ sparkInit.colorStart[2].b = 0;
+ sparkInit.colorStart[2].a = 255;
+ sparkInit.colorStart[3].r = 0;
+ sparkInit.colorStart[3].g = 128;
+ sparkInit.colorStart[3].b = 0;
+ sparkInit.colorStart[3].a = 255;
+ sparkInit.colorEnd[0].r = 0;
+ sparkInit.colorEnd[0].g = 32;
+ sparkInit.colorEnd[0].b = 0;
+ sparkInit.colorEnd[0].a = 0;
+ sparkInit.colorEnd[1].r = 0;
+ sparkInit.colorEnd[1].g = 32;
+ sparkInit.colorEnd[1].b = 0;
+ sparkInit.colorEnd[1].a = 0;
+ sparkInit.colorEnd[2].r = 0;
+ sparkInit.colorEnd[2].g = 64;
+ sparkInit.colorEnd[2].b = 0;
+ sparkInit.colorEnd[2].a = 0;
+ sparkInit.colorEnd[3].r = 0;
+ sparkInit.colorEnd[3].g = 64;
+ sparkInit.colorEnd[3].b = 0;
+ sparkInit.colorEnd[3].a = 0;
+ sparkInit.timer = 0;
+ sparkInit.duration = 16;
+ sparkInit.speed = 8.0f;
+ sparkInit.gravity = -1.0f;
+
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &sparkInit);
}
/**
@@ -1621,7 +1621,7 @@ s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
&D_801333E0, &D_801333E8);
}
}
- return 1;
+ return true;
}
static ColChkBloodFunc sBloodFuncs[] = {
@@ -1720,7 +1720,7 @@ s32 CollisionCheck_SetATvsAC(GlobalContext* globalCtx, Collider* at, ColliderInf
CollisionCheck_HitEffects(globalCtx, at, atInfo, ac, acInfo, hitPos);
atInfo->toucherFlags |= TOUCH_DREW_HITMARK;
}
- return 1;
+ return true;
}
/**
@@ -1737,18 +1737,18 @@ void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckCo
if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
continue;
}
if (Math3D_SphVsSphOverlapCenter(&atItem->dim.worldSphere, &acElem->dim.worldSphere, &overlapSize,
- &centerDist) == 1) {
+ &centerDist) == true) {
f32 acToHit;
Vec3f hitPos;
Vec3f atPos;
@@ -1791,14 +1791,14 @@ void CollisionCheck_AC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckConte
f32 centerDist;
if (at->count > 0 && at->elements != NULL && ac->dim.radius > 0 && ac->dim.height > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
continue;
}
if (Math3D_SphVsCylOverlapCenterDist(&atItem->dim.worldSphere, &ac->dim, &overlapSize, &centerDist)) {
@@ -1845,14 +1845,14 @@ void CollisionCheck_AC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckConte
ColliderJntSphElement* acElem;
if (ac->count > 0 && ac->elements != NULL && at->dim.radius > 0 && at->dim.height > 0) {
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
continue;
}
if (Math3D_SphVsCylOverlapCenterDist(&acElem->dim.worldSphere, &at->dim, &overlapSize, &centerDist)) {
@@ -1902,17 +1902,17 @@ void CollisionCheck_AC_JntSphVsTris(GlobalContext* globalCtx, CollisionCheckCont
if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
for (atSph = at->elements; atSph < at->elements + at->count; atSph++) {
- if (CollisionCheck_SkipTouch(&atSph->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atSph->info) == true) {
continue;
}
for (acTri = ac->elements; acTri < ac->elements + ac->count; acTri++) {
- if (CollisionCheck_SkipBump(&acTri->info) == 1) {
+ if (CollisionCheck_SkipBump(&acTri->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atSph->info, &acTri->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atSph->info, &acTri->info) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &acTri->dim, &hitPos) == 1) {
+ if (Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &acTri->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
@@ -1944,17 +1944,17 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* globalCtx, CollisionCheckCont
if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &atItem->dim, &hitPos) == 1) {
+ if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &atItem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
@@ -1978,28 +1978,28 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* globalCtx, CollisionCheckCont
*/
void CollisionCheck_AC_JntSphVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static TriNorm D_8015E230;
- static TriNorm D_8015E268;
+ static TriNorm tri1;
+ static TriNorm tri2;
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
Vec3f hitPos;
ColliderJntSphElement* atItem;
if (at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E230, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_8015E268, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &D_8015E230, &hitPos) == 1 ||
- Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &D_8015E268, &hitPos) == 1) {
+ if (Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &tri1, &hitPos) == true ||
+ Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &tri2, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
@@ -2022,28 +2022,28 @@ void CollisionCheck_AC_JntSphVsQuad(GlobalContext* globalCtx, CollisionCheckCont
*/
void CollisionCheck_AC_QuadVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static TriNorm D_8015E2A0;
- static TriNorm D_8015E2D8;
+ static TriNorm tri1;
+ static TriNorm tri2;
ColliderJntSph* ac = (ColliderJntSph*)colAC;
Vec3f hitPos;
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderJntSphElement* acElem;
if (ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E2A0, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_8015E2D8, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &D_8015E2A0, &hitPos) == 1 ||
- Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &D_8015E2D8, &hitPos) == 1) {
+ if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &tri1, &hitPos) == true ||
+ Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &tri2, &hitPos) == true) {
if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
@@ -2081,16 +2081,16 @@ void CollisionCheck_AC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext*
Vec3f hitPos;
if (at->dim.radius > 0 && at->dim.height > 0 && ac->dim.radius > 0 && ac->dim.height > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
return;
}
- if (Math3D_CylOutsideCylDist(&at->dim, &ac->dim, &deadSpace, &centerDistXZ) == 1) {
+ if (Math3D_CylOutsideCylDist(&at->dim, &ac->dim, &deadSpace, &centerDistXZ) == true) {
Vec3f atPos;
Vec3f acPos;
f32 acToHit;
@@ -2121,17 +2121,17 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* globalCtx, CollisionCheckContext
Vec3f hitPos;
if (at->dim.radius > 0 && at->dim.height > 0 && ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
continue;
}
- if (Math3D_CylTriVsIntersect(&at->dim, &acElem->dim, &hitPos) == 1) {
+ if (Math3D_CylTriVsIntersect(&at->dim, &acElem->dim, &hitPos) == true) {
Vec3f atpos;
Vec3f acPos;
@@ -2153,7 +2153,7 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* globalCtx, CollisionCheckContext
*/
void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static Vec3f D_8015E310;
+ static Vec3f hitPos;
ColliderTris* at = (ColliderTris*)colAT;
ColliderTrisElement* atItem;
ColliderCylinder* ac = (ColliderCylinder*)colAC;
@@ -2161,24 +2161,24 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext
Vec3f acPos;
if (ac->dim.radius > 0 && ac->dim.height > 0 && at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
continue;
}
- if (Math3D_CylTriVsIntersect(&ac->dim, &atItem->dim, &D_8015E310) == 1) {
+ if (Math3D_CylTriVsIntersect(&ac->dim, &atItem->dim, &hitPos) == true) {
atPos.x = (atItem->dim.vtx[0].x + atItem->dim.vtx[1].x + atItem->dim.vtx[2].x) * (1.0f / 3);
atPos.y = (atItem->dim.vtx[0].y + atItem->dim.vtx[1].y + atItem->dim.vtx[2].y) * (1.0f / 3);
atPos.z = (atItem->dim.vtx[0].z + atItem->dim.vtx[1].z + atItem->dim.vtx[2].z) * (1.0f / 3);
Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
CollisionCheck_SetATvsAC(globalCtx, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos,
- &D_8015E310);
+ &hitPos);
return;
}
}
@@ -2190,22 +2190,22 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext
*/
void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static TriNorm D_8015E320;
- static TriNorm D_8015E358;
- static Vec3f D_8015E390;
+ static TriNorm tri1;
+ static TriNorm tri2;
+ static Vec3f hitPos;
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
if (at->dim.height > 0 && at->dim.radius > 0) {
- if (CollisionCheck_SkipTouch(&at->info) == 1 || CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true || CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E320, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_8015E358, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
- if (Math3D_CylTriVsIntersect(&at->dim, &D_8015E320, &D_8015E390) == 1) {
+ Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ if (Math3D_CylTriVsIntersect(&at->dim, &tri1, &hitPos) == true) {
Vec3f atPos1;
Vec3f acPos1;
@@ -2213,9 +2213,8 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext
acPos1.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
acPos1.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
acPos1.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos1, &ac->base, &ac->info, &acPos1,
- &D_8015E390);
- } else if (Math3D_CylTriVsIntersect(&at->dim, &D_8015E358, &D_8015E390) == 1) {
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos1, &ac->base, &ac->info, &acPos1, &hitPos);
+ } else if (Math3D_CylTriVsIntersect(&at->dim, &tri2, &hitPos) == true) {
Vec3f atPos2;
Vec3f acPos2;
@@ -2223,8 +2222,7 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext
acPos2.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
acPos2.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
acPos2.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos2, &ac->base, &ac->info, &acPos2,
- &D_8015E390);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos2, &ac->base, &ac->info, &acPos2, &hitPos);
}
}
}
@@ -2237,23 +2235,23 @@ static s8 sBssDummy1;
*/
void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static TriNorm D_8015E3A0;
- static TriNorm D_8015E3D8;
- static Vec3f D_8015E410;
+ static TriNorm tri1;
+ static TriNorm tri2;
+ static Vec3f hitPos;
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderCylinder* ac = (ColliderCylinder*)colAC;
if (ac->dim.height > 0 && ac->dim.radius > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == 1 || CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true || CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E3A0, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_8015E3D8, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- if (Math3D_CylTriVsIntersect(&ac->dim, &D_8015E3A0, &D_8015E410) == 1) {
- if (Collider_QuadSetNearestAC(globalCtx, at, &D_8015E410)) {
+ Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ if (Math3D_CylTriVsIntersect(&ac->dim, &tri1, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos1;
Vec3f acPos1;
@@ -2262,12 +2260,12 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext
atPos1.z = (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
Math_Vec3s_ToVec3f(&acPos1, &ac->dim.pos);
CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos1, &ac->base, &ac->info, &acPos1,
- &D_8015E410);
+ &hitPos);
return;
}
}
- if (Math3D_CylTriVsIntersect(&ac->dim, &D_8015E3D8, &D_8015E410) == 1) {
- if (Collider_QuadSetNearestAC(globalCtx, at, &D_8015E410)) {
+ if (Math3D_CylTriVsIntersect(&ac->dim, &tri2, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos2;
Vec3f acPos2;
@@ -2276,7 +2274,7 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext
atPos2.z = (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
Math_Vec3s_ToVec3f(&acPos2, &ac->dim.pos);
CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos2, &ac->base, &ac->info, &acPos2,
- &D_8015E410);
+ &hitPos);
}
}
}
@@ -2292,7 +2290,7 @@ static s8 sBssDummy6;
*/
void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static Vec3f D_8015E420;
+ static Vec3f hitPos;
ColliderTris* at = (ColliderTris*)colAT;
ColliderTrisElement* atItem;
ColliderTris* ac = (ColliderTris*)colAC;
@@ -2300,17 +2298,17 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContex
if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&atItem->dim, &acElem->dim, &D_8015E420) == 1) {
+ if (Math3D_TriVsTriIntersect(&atItem->dim, &acElem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
@@ -2321,7 +2319,7 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContex
acPos.y = (acElem->dim.vtx[0].y + acElem->dim.vtx[1].y + acElem->dim.vtx[2].y) * (1.0f / 3);
acPos.z = (acElem->dim.vtx[0].z + acElem->dim.vtx[1].z + acElem->dim.vtx[2].z) * (1.0f / 3);
CollisionCheck_SetATvsAC(globalCtx, &at->base, &atItem->info, &atPos, &ac->base, &acElem->info,
- &acPos, &D_8015E420);
+ &acPos, &hitPos);
return;
}
}
@@ -2339,28 +2337,28 @@ static s8 sBssDummy10;
*/
void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static Vec3f D_8015E430;
- static TriNorm D_8015E440;
- static TriNorm D_8015E478;
+ static Vec3f hitPos;
+ static TriNorm tri1;
+ static TriNorm tri2;
ColliderTris* at = (ColliderTris*)colAT;
ColliderTrisElement* atItem;
ColliderQuad* ac = (ColliderQuad*)colAC;
if (at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E440, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_8015E478, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == 1) {
+ if (CollisionCheck_SkipTouch(&atItem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&D_8015E440, &atItem->dim, &D_8015E430) == 1 ||
- Math3D_TriVsTriIntersect(&D_8015E478, &atItem->dim, &D_8015E430) == 1) {
+ if (Math3D_TriVsTriIntersect(&tri1, &atItem->dim, &hitPos) == true ||
+ Math3D_TriVsTriIntersect(&tri2, &atItem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
@@ -2371,7 +2369,7 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContex
acPos.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
acPos.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
CollisionCheck_SetATvsAC(globalCtx, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos,
- &D_8015E430);
+ &hitPos);
return;
}
}
@@ -2383,29 +2381,29 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContex
*/
void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static Vec3f D_8015E4B0;
- static TriNorm D_8015E4C0;
- static TriNorm D_8015E4F8;
+ static Vec3f hitPos;
+ static TriNorm tri1;
+ static TriNorm tri2;
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderTris* ac = (ColliderTris*)colAC;
ColliderTrisElement* acElem;
if (ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E4C0, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_8015E4F8, &at->dim.quad[1], &at->dim.quad[0], &at->dim.quad[2]);
+ Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &at->dim.quad[1], &at->dim.quad[0], &at->dim.quad[2]);
for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == 1) {
+ if (CollisionCheck_SkipBump(&acElem->info) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&D_8015E4C0, &acElem->dim, &D_8015E4B0) == 1 ||
- Math3D_TriVsTriIntersect(&D_8015E4F8, &acElem->dim, &D_8015E4B0) == 1) {
- if (Collider_QuadSetNearestAC(globalCtx, at, &D_8015E4B0)) {
+ if (Math3D_TriVsTriIntersect(&tri1, &acElem->dim, &hitPos) == true ||
+ Math3D_TriVsTriIntersect(&tri2, &acElem->dim, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
@@ -2419,7 +2417,7 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContex
atPos.z =
(at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
- &D_8015E4B0);
+ &hitPos);
return;
}
}
@@ -2432,33 +2430,33 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContex
*/
void CollisionCheck_AC_QuadVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* colAT,
Collider* colAC) {
- static TriNorm D_8015E530[2];
- static Vec3f D_8015E598;
- static TriNorm D_8015E5A8[2];
+ static TriNorm acTris[2];
+ static Vec3f hitPos;
+ static TriNorm atTris[2];
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
s32 i;
s32 j;
- if (CollisionCheck_SkipTouch(&at->info) == 1) {
+ if (CollisionCheck_SkipTouch(&at->info) == true) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info) == 1) {
+ if (CollisionCheck_SkipBump(&ac->info) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == 1) {
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
return;
}
- Math3D_TriNorm(&D_8015E5A8[0], &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_8015E5A8[1], &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- Math3D_TriNorm(&D_8015E530[0], &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_8015E530[1], &ac->dim.quad[2], &ac->dim.quad[1], &ac->dim.quad[0]);
+ Math3D_TriNorm(&atTris[0], &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriNorm(&atTris[1], &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriNorm(&acTris[0], &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriNorm(&acTris[1], &ac->dim.quad[2], &ac->dim.quad[1], &ac->dim.quad[0]);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
- if (Math3D_TriVsTriIntersect(&D_8015E5A8[j], &D_8015E530[i], &D_8015E598) == 1) {
- if (Collider_QuadSetNearestAC(globalCtx, at, &D_8015E598)) {
+ if (Math3D_TriVsTriIntersect(&atTris[j], &acTris[i], &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
@@ -2475,7 +2473,7 @@ void CollisionCheck_AC_QuadVsQuad(GlobalContext* globalCtx, CollisionCheckContex
acPos.z =
(ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos,
- &D_8015E598);
+ &hitPos);
return;
}
}
@@ -2579,7 +2577,7 @@ void CollisionCheck_SetHitEffects(GlobalContext* globalCtx, CollisionCheckContex
}
}
-static ColChkVsFunc sACVsFuncs[4][4] = {
+static ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
{ CollisionCheck_AC_JntSphVsJntSph, CollisionCheck_AC_JntSphVsCyl, CollisionCheck_AC_JntSphVsTris,
CollisionCheck_AC_JntSphVsQuad },
{ CollisionCheck_AC_CylVsJntSph, CollisionCheck_AC_CylVsCyl, CollisionCheck_AC_CylVsTris,
@@ -2766,7 +2764,7 @@ void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckCo
if (!(rightElem->info.ocElemFlags & OCELEM_ON)) {
continue;
}
- if (Math3D_SphVsSphOverlap(&leftElem->dim.worldSphere, &rightElem->dim.worldSphere, &overlap) == 1) {
+ if (Math3D_SphVsSphOverlap(&leftElem->dim.worldSphere, &rightElem->dim.worldSphere, &overlap) == true) {
Vec3f leftPos;
Vec3f rightPos;
@@ -2796,7 +2794,7 @@ void CollisionCheck_OC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckConte
if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
continue;
}
- if (Math3D_SphVsCylOverlapDist(&leftElem->dim.worldSphere, &right->dim, &overlap) == 1) {
+ if (Math3D_SphVsCylOverlapDist(&leftElem->dim.worldSphere, &right->dim, &overlap) == true) {
Vec3f leftPos;
Vec3f rightPos;
@@ -2828,7 +2826,7 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext*
if ((left->base.ocFlags1 & OC1_ON) && (right->base.ocFlags1 & OC1_ON)) {
if ((left->info.ocElemFlags & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
- if (Math3D_CylOutsideCyl(&left->dim, &right->dim, &deadSpace) == 1) {
+ if (Math3D_CylOutsideCyl(&left->dim, &right->dim, &deadSpace) == true) {
Vec3f leftPos;
Vec3f rightPos;
@@ -2846,9 +2844,9 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext*
*/
s32 CollisionCheck_SkipOC(Collider* collider) {
if (!(collider->ocFlags1 & OC1_ON)) {
- return 1;
+ return true;
}
- return 0;
+ return false;
}
/**
@@ -2861,15 +2859,15 @@ s32 CollisionCheck_Incompatible(Collider* left, Collider* right) {
if (!(left->ocFlags1 & right->ocFlags2 & OC1_TYPE_ALL) || !(left->ocFlags2 & right->ocFlags1 & OC1_TYPE_ALL) ||
((left->ocFlags2 & OC2_UNK1) && (right->ocFlags2 & OC2_UNK2)) ||
((right->ocFlags2 & OC2_UNK1) && (left->ocFlags2 & OC2_UNK2))) {
- return 1;
+ return true;
}
if (left->actor == right->actor) {
- return 1;
+ return true;
}
- return 0;
+ return false;
}
-static ColChkVsFunc sOCVsFuncs[4][4] = {
+static ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
{ CollisionCheck_OC_JntSphVsJntSph, CollisionCheck_OC_JntSphVsCyl, NULL, NULL },
{ CollisionCheck_OC_CylVsJntSph, CollisionCheck_OC_CylVsCyl, NULL, NULL },
{ NULL, NULL, NULL, NULL },
@@ -2889,12 +2887,12 @@ void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colChkCt
ColChkVsFunc vsFunc;
for (left = colChkCtx->colOC; left < colChkCtx->colOC + colChkCtx->colOCCount; left++) {
- if (*left == NULL || CollisionCheck_SkipOC(*left) == 1) {
+ if (*left == NULL || CollisionCheck_SkipOC(*left) == true) {
continue;
}
for (right = left + 1; right < colChkCtx->colOC + colChkCtx->colOCCount; right++) {
- if (*right == NULL || CollisionCheck_SkipOC(*right) == 1 ||
- CollisionCheck_Incompatible(*left, *right) == 1) {
+ if (*right == NULL || CollisionCheck_SkipOC(*right) == true ||
+ CollisionCheck_Incompatible(*left, *right) == true) {
continue;
}
vsFunc = sOCVsFuncs[(*left)->shape][(*right)->shape];
@@ -2998,7 +2996,7 @@ void CollisionCheck_ApplyDamage(GlobalContext* globalCtx, CollisionCheckContext*
s32 i;
u32 flags = info->acHitInfo->toucher.dmgFlags;
- for (i = 0; i < 0x20; i++, flags >>= 1) {
+ for (i = 0; i < 32; i++, flags >>= 1) {
if (flags == 1) {
break;
}
@@ -3054,7 +3052,7 @@ void CollisionCheck_ApplyDamageQuad(GlobalContext* globalCtx, CollisionCheckCont
CollisionCheck_ApplyDamage(globalCtx, colChkCtx, &quad->base, &quad->info);
}
-static ColChkApplyFunc sApplyDamageFuncs[4] = {
+static ColChkApplyFunc sApplyDamageFuncs[COLSHAPE_MAX] = {
CollisionCheck_ApplyDamageJntSph,
CollisionCheck_ApplyDamageCyl,
CollisionCheck_ApplyDamageTris,
@@ -3086,7 +3084,7 @@ void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colC
*/
s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider,
Vec3f* a, Vec3f* b) {
- static Linef D_8015E610;
+ static Linef lineSeg;
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
s32 i;
@@ -3096,9 +3094,9 @@ s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext
if (!(element->info.ocElemFlags & OCELEM_ON)) {
continue;
}
- D_8015E610.a = *a;
- D_8015E610.b = *b;
- if (Math3D_LineVsSph(&element->dim.worldSphere, &D_8015E610) == 1) {
+ lineSeg.a = *a;
+ lineSeg.b = *b;
+ if (Math3D_LineVsSph(&element->dim.worldSphere, &lineSeg) == true) {
return true;
}
}
@@ -3110,20 +3108,20 @@ s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext
*/
s32 CollisionCheck_LineOC_Cyl(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a,
Vec3f* b) {
- static Vec3f D_8015E628;
- static Vec3f D_8015E638;
+ static Vec3f intersectA;
+ static Vec3f intersectB;
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
if (!(cylinder->info.ocElemFlags & OCELEM_ON)) {
return false;
}
- if (Math3D_CylVsLineSeg(&cylinder->dim, a, b, &D_8015E628, &D_8015E638) != 0) {
+ if (Math3D_CylVsLineSeg(&cylinder->dim, a, b, &intersectA, &intersectB) != 0) {
return true;
}
return false;
}
-static ColChkLineFunc sOCLineCheckFuncs[4] = {
+static ColChkLineFunc sOCLineCheckFuncs[COLSHAPE_MAX] = {
CollisionCheck_LineOC_JntSph,
CollisionCheck_LineOC_Cyl,
NULL,
@@ -3143,17 +3141,17 @@ s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colCh
s32 result = 0;
for (col = colChkCtx->colOC; col < colChkCtx->colOC + colChkCtx->colOCCount; col++) {
- if (CollisionCheck_SkipOC(*col) == 1) {
+ if (CollisionCheck_SkipOC(*col) == true) {
continue;
}
- exclude = 0;
+ exclude = false;
for (i = 0; i < numExclusions; i++) {
if ((*col)->actor == exclusions[i]) {
- exclude = 1;
+ exclude = true;
break;
}
}
- if (exclude == 1) {
+ if (exclude == true) {
continue;
}
lineCheck = sOCLineCheckFuncs[(*col)->shape];
@@ -3258,19 +3256,19 @@ static s8 sBssDummy14;
* Updates the world spheres for all of the collider's JntSph elements attached to the specified limb
*/
void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider) {
- static Vec3f D_8015E648;
- static Vec3f D_8015CF00; // bss ordering changes here
+ static Vec3f modelPos;
+ static Vec3f worldPos; // bss ordering changes here
s32 i;
for (i = 0; i < collider->count; i++) {
if (limb == collider->elements[i].dim.limb) {
- D_8015E648.x = collider->elements[i].dim.modelSphere.center.x;
- D_8015E648.y = collider->elements[i].dim.modelSphere.center.y;
- D_8015E648.z = collider->elements[i].dim.modelSphere.center.z;
- Matrix_MultVec3f(&D_8015E648, &D_8015CF00);
- collider->elements[i].dim.worldSphere.center.x = D_8015CF00.x;
- collider->elements[i].dim.worldSphere.center.y = D_8015CF00.y;
- collider->elements[i].dim.worldSphere.center.z = D_8015CF00.z;
+ modelPos.x = collider->elements[i].dim.modelSphere.center.x;
+ modelPos.y = collider->elements[i].dim.modelSphere.center.y;
+ modelPos.z = collider->elements[i].dim.modelSphere.center.z;
+ Matrix_MultVec3f(&modelPos, &worldPos);
+ collider->elements[i].dim.worldSphere.center.x = worldPos.x;
+ collider->elements[i].dim.worldSphere.center.y = worldPos.y;
+ collider->elements[i].dim.worldSphere.center.z = worldPos.z;
collider->elements[i].dim.worldSphere.radius =
collider->elements[i].dim.modelSphere.radius * collider->elements[i].dim.scale;
}
@@ -3282,52 +3280,52 @@ void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider) {
* No actor has a collision type that spawns red blood.
*/
void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v) {
- static EffectSparkInit D_8015CF10;
+ static EffectSparkInit sparkInit;
s32 effectIndex;
- D_8015CF10.position.x = v->x;
- D_8015CF10.position.y = v->y;
- D_8015CF10.position.z = v->z;
- D_8015CF10.uDiv = 5;
- D_8015CF10.vDiv = 5;
- D_8015CF10.colorStart[0].r = 128;
- D_8015CF10.colorStart[0].g = 0;
- D_8015CF10.colorStart[0].b = 64;
- D_8015CF10.colorStart[0].a = 255;
- D_8015CF10.colorStart[1].r = 128;
- D_8015CF10.colorStart[1].g = 0;
- D_8015CF10.colorStart[1].b = 64;
- D_8015CF10.colorStart[1].a = 255;
- D_8015CF10.colorStart[2].r = 255;
- D_8015CF10.colorStart[2].g = 128;
- D_8015CF10.colorStart[2].b = 0;
- D_8015CF10.colorStart[2].a = 255;
- D_8015CF10.colorStart[3].r = 255;
- D_8015CF10.colorStart[3].g = 128;
- D_8015CF10.colorStart[3].b = 0;
- D_8015CF10.colorStart[3].a = 255;
- D_8015CF10.colorEnd[0].r = 64;
- D_8015CF10.colorEnd[0].g = 0;
- D_8015CF10.colorEnd[0].b = 32;
- D_8015CF10.colorEnd[0].a = 0;
- D_8015CF10.colorEnd[1].r = 64;
- D_8015CF10.colorEnd[1].g = 0;
- D_8015CF10.colorEnd[1].b = 32;
- D_8015CF10.colorEnd[1].a = 0;
- D_8015CF10.colorEnd[2].r = 128;
- D_8015CF10.colorEnd[2].g = 0;
- D_8015CF10.colorEnd[2].b = 64;
- D_8015CF10.colorEnd[2].a = 0;
- D_8015CF10.colorEnd[3].r = 128;
- D_8015CF10.colorEnd[3].g = 0;
- D_8015CF10.colorEnd[3].b = 64;
- D_8015CF10.colorEnd[3].a = 0;
- D_8015CF10.timer = 0;
- D_8015CF10.duration = 16;
- D_8015CF10.speed = 8.0f;
- D_8015CF10.gravity = -1.0f;
-
- Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &D_8015CF10);
+ sparkInit.position.x = v->x;
+ sparkInit.position.y = v->y;
+ sparkInit.position.z = v->z;
+ sparkInit.uDiv = 5;
+ sparkInit.vDiv = 5;
+ sparkInit.colorStart[0].r = 128;
+ sparkInit.colorStart[0].g = 0;
+ sparkInit.colorStart[0].b = 64;
+ sparkInit.colorStart[0].a = 255;
+ sparkInit.colorStart[1].r = 128;
+ sparkInit.colorStart[1].g = 0;
+ sparkInit.colorStart[1].b = 64;
+ sparkInit.colorStart[1].a = 255;
+ sparkInit.colorStart[2].r = 255;
+ sparkInit.colorStart[2].g = 128;
+ sparkInit.colorStart[2].b = 0;
+ sparkInit.colorStart[2].a = 255;
+ sparkInit.colorStart[3].r = 255;
+ sparkInit.colorStart[3].g = 128;
+ sparkInit.colorStart[3].b = 0;
+ sparkInit.colorStart[3].a = 255;
+ sparkInit.colorEnd[0].r = 64;
+ sparkInit.colorEnd[0].g = 0;
+ sparkInit.colorEnd[0].b = 32;
+ sparkInit.colorEnd[0].a = 0;
+ sparkInit.colorEnd[1].r = 64;
+ sparkInit.colorEnd[1].g = 0;
+ sparkInit.colorEnd[1].b = 32;
+ sparkInit.colorEnd[1].a = 0;
+ sparkInit.colorEnd[2].r = 128;
+ sparkInit.colorEnd[2].g = 0;
+ sparkInit.colorEnd[2].b = 64;
+ sparkInit.colorEnd[2].a = 0;
+ sparkInit.colorEnd[3].r = 128;
+ sparkInit.colorEnd[3].g = 0;
+ sparkInit.colorEnd[3].b = 64;
+ sparkInit.colorEnd[3].a = 0;
+ sparkInit.timer = 0;
+ sparkInit.duration = 16;
+ sparkInit.speed = 8.0f;
+ sparkInit.gravity = -1.0f;
+
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &sparkInit);
}
/**
@@ -3335,59 +3333,59 @@ void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v) {
* No actor has a collision type that spawns water droplets.
*/
void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v) {
- static EffectSparkInit D_8015D3D8;
+ static EffectSparkInit sparkInit;
s32 effectIndex;
- D_8015D3D8.position.x = v->x;
- D_8015D3D8.position.y = v->y;
- D_8015D3D8.position.z = v->z;
- D_8015D3D8.uDiv = 5;
- D_8015D3D8.vDiv = 5;
- D_8015D3D8.colorStart[0].r = 255;
- D_8015D3D8.colorStart[0].g = 255;
- D_8015D3D8.colorStart[0].b = 255;
- D_8015D3D8.colorStart[0].a = 255;
- D_8015D3D8.colorStart[1].r = 100;
- D_8015D3D8.colorStart[1].g = 100;
- D_8015D3D8.colorStart[1].b = 100;
- D_8015D3D8.colorStart[1].a = 100;
- D_8015D3D8.colorStart[2].r = 100;
- D_8015D3D8.colorStart[2].g = 100;
- D_8015D3D8.colorStart[2].b = 100;
- D_8015D3D8.colorStart[2].a = 100;
- D_8015D3D8.colorStart[3].r = 100;
- D_8015D3D8.colorStart[3].g = 100;
- D_8015D3D8.colorStart[3].b = 100;
- D_8015D3D8.colorStart[3].a = 100;
- D_8015D3D8.colorEnd[0].r = 50;
- D_8015D3D8.colorEnd[0].g = 50;
- D_8015D3D8.colorEnd[0].b = 50;
- D_8015D3D8.colorEnd[0].a = 50;
- D_8015D3D8.colorEnd[1].r = 50;
- D_8015D3D8.colorEnd[1].g = 50;
- D_8015D3D8.colorEnd[1].b = 50;
- D_8015D3D8.colorEnd[1].a = 50;
- D_8015D3D8.colorEnd[2].r = 50;
- D_8015D3D8.colorEnd[2].g = 50;
- D_8015D3D8.colorEnd[2].b = 50;
- D_8015D3D8.colorEnd[2].a = 50;
- D_8015D3D8.colorEnd[3].r = 0;
- D_8015D3D8.colorEnd[3].g = 0;
- D_8015D3D8.colorEnd[3].b = 0;
- D_8015D3D8.colorEnd[3].a = 0;
- D_8015D3D8.timer = 0;
- D_8015D3D8.duration = 16;
- D_8015D3D8.speed = 8.0f;
- D_8015D3D8.gravity = -1.0f;
-
- Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &D_8015D3D8);
+ sparkInit.position.x = v->x;
+ sparkInit.position.y = v->y;
+ sparkInit.position.z = v->z;
+ sparkInit.uDiv = 5;
+ sparkInit.vDiv = 5;
+ sparkInit.colorStart[0].r = 255;
+ sparkInit.colorStart[0].g = 255;
+ sparkInit.colorStart[0].b = 255;
+ sparkInit.colorStart[0].a = 255;
+ sparkInit.colorStart[1].r = 100;
+ sparkInit.colorStart[1].g = 100;
+ sparkInit.colorStart[1].b = 100;
+ sparkInit.colorStart[1].a = 100;
+ sparkInit.colorStart[2].r = 100;
+ sparkInit.colorStart[2].g = 100;
+ sparkInit.colorStart[2].b = 100;
+ sparkInit.colorStart[2].a = 100;
+ sparkInit.colorStart[3].r = 100;
+ sparkInit.colorStart[3].g = 100;
+ sparkInit.colorStart[3].b = 100;
+ sparkInit.colorStart[3].a = 100;
+ sparkInit.colorEnd[0].r = 50;
+ sparkInit.colorEnd[0].g = 50;
+ sparkInit.colorEnd[0].b = 50;
+ sparkInit.colorEnd[0].a = 50;
+ sparkInit.colorEnd[1].r = 50;
+ sparkInit.colorEnd[1].g = 50;
+ sparkInit.colorEnd[1].b = 50;
+ sparkInit.colorEnd[1].a = 50;
+ sparkInit.colorEnd[2].r = 50;
+ sparkInit.colorEnd[2].g = 50;
+ sparkInit.colorEnd[2].b = 50;
+ sparkInit.colorEnd[2].a = 50;
+ sparkInit.colorEnd[3].r = 0;
+ sparkInit.colorEnd[3].g = 0;
+ sparkInit.colorEnd[3].b = 0;
+ sparkInit.colorEnd[3].a = 0;
+ sparkInit.timer = 0;
+ sparkInit.duration = 16;
+ sparkInit.speed = 8.0f;
+ sparkInit.gravity = -1.0f;
+
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SPARK, 0, 1, &sparkInit);
}
/**
* Spawns streaks of light from hits against solid objects
*/
void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
- static EffectShieldParticleInit initMetal = {
+ static EffectShieldParticleInit metalInit = {
16,
{ 0, 0, 0 },
{ 0, 200, 255, 255 },
@@ -3405,14 +3403,14 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
};
s32 effectIndex;
- initMetal.position.x = v->x;
- initMetal.position.y = v->y;
- initMetal.position.z = v->z;
- initMetal.lightPoint.x = initMetal.position.x;
- initMetal.lightPoint.y = initMetal.position.y;
- initMetal.lightPoint.z = initMetal.position.z;
+ metalInit.position.x = v->x;
+ metalInit.position.y = v->y;
+ metalInit.position.z = v->z;
+ metalInit.lightPoint.x = metalInit.position.x;
+ metalInit.lightPoint.y = metalInit.position.y;
+ metalInit.lightPoint.z = metalInit.position.z;
- Effect_Add(globalCtx, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &initMetal);
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &metalInit);
}
/**
@@ -3442,7 +3440,7 @@ void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f*
* Spawns streaks of light and makes a wooden sound
*/
void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* actorPos) {
- static EffectShieldParticleInit initWood = {
+ static EffectShieldParticleInit woodInit = {
16,
{ 0, 0, 0 },
{ 0, 200, 255, 255 },
@@ -3460,14 +3458,14 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v,
};
s32 effectIndex;
- initWood.position.x = v->x;
- initWood.position.y = v->y;
- initWood.position.z = v->z;
- initWood.lightPoint.x = initWood.position.x;
- initWood.lightPoint.y = initWood.position.y;
- initWood.lightPoint.z = initWood.position.z;
+ woodInit.position.x = v->x;
+ woodInit.position.y = v->y;
+ woodInit.position.z = v->z;
+ woodInit.lightPoint.x = woodInit.position.x;
+ woodInit.lightPoint.y = woodInit.position.y;
+ woodInit.lightPoint.z = woodInit.position.z;
- Effect_Add(globalCtx, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &initWood);
+ Effect_Add(globalCtx, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
@@ -3521,21 +3519,21 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
return 0;
}
if (SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff) > zero) {
- intersect1 = intersect2 = 1;
+ intersect1 = intersect2 = true;
} else {
- intersect1 = 1;
- intersect2 = 0;
+ intersect1 = true;
+ intersect2 = false;
}
closeDist = sqrtf(SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff));
- if (intersect1 == 1) {
+ if (intersect1 == true) {
frac1 = (closeDist - actorDotItemXZ) / (2.0f * SQXZ(itemStep));
}
- if (intersect2 == 1) {
+ if (intersect2 == true) {
frac2 = (-actorDotItemXZ - closeDist) / (2.0f * SQXZ(itemStep));
}
} else if (!IS_ZERO(DOTXZ(2.0f * itemStep, actorToItem))) {
- intersect1 = 1;
- intersect2 = 0;
+ intersect1 = true;
+ intersect2 = false;
frac1 = -radSqDiff / DOTXZ(2.0f * itemStep, actorToItem);
} else {
if (radSqDiff <= 0.0f) {
@@ -3559,7 +3557,7 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
return 0;
}
- if (intersect2 == 0) {
+ if (intersect2 == false) {
if (frac1 < 0.0f || 1.0f < frac1) {
return 0;
}
@@ -3571,24 +3569,24 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
return 0;
}
if (test1) {
- intersect1 = 0;
+ intersect1 = false;
}
if (test2) {
- intersect2 = 0;
+ intersect2 = false;
}
}
- if ((intersect1 == 1) &&
+ if ((intersect1 == true) &&
((frac1 * itemStep.y + actorToItem.y < 0.0f) || (height < frac1 * itemStep.y + actorToItem.y))) {
- intersect1 = 0;
+ intersect1 = false;
}
- if ((intersect2 == 1) &&
+ if ((intersect2 == true) &&
((frac2 * itemStep.y + actorToItem.y < 0.0f) || (height < frac2 * itemStep.y + actorToItem.y))) {
- intersect2 = 0;
+ intersect2 = false;
}
- if (intersect1 == 0 && intersect2 == 0) {
+ if (intersect1 == false && intersect2 == false) {
return 0;
- } else if ((intersect1 == 1) && (intersect2 == 1)) {
+ } else if ((intersect1 == true) && (intersect2 == true)) {
out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x;
out1->y = frac1 * itemStep.y + actorToItem.y + actorPos->y;
out1->z = frac1 * itemStep.z + actorToItem.z + actorPos->z;
@@ -3596,12 +3594,12 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
out2->y = frac2 * itemStep.y + actorToItem.y + actorPos->y;
out2->z = frac2 * itemStep.z + actorToItem.z + actorPos->z;
return 2;
- } else if (intersect1 == 1) {
+ } else if (intersect1 == true) {
out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x;
out1->y = frac1 * itemStep.y + actorToItem.y + actorPos->y;
out1->z = frac1 * itemStep.z + actorToItem.z + actorPos->z;
return 1;
- } else if (intersect2 == 1) {
+ } else if (intersect2 == true) {
out1->x = frac2 * itemStep.x + actorToItem.x + actorPos->x;
out1->y = frac2 * itemStep.y + actorToItem.y + actorPos->y;
out1->z = frac2 * itemStep.z + actorToItem.z + actorPos->z;