Updated CC collision (#80)

* c_cc_d soooo close

* d_cc_shape_colliders -> d_cc_d

* ported over changes from #43

* Oops, didnt save

* use better collision functions in bombf

* bombf fixes

* bombf actorPostCreate matching

* fix

* small fix for cCcD_UnkAttr Set function

* more cleanup(?) for c_cc_d

* d_cc_mass_s OK

* Initial d_cc_s setup

* some easy funcs

---------

Co-authored-by: robojumper <robojumper@gmail.com>
This commit is contained in:
Elijah Thomas
2024-11-01 17:07:16 -04:00
committed by GitHub
parent 1d17e35316
commit 8a3710824b
74 changed files with 4523 additions and 1963 deletions
+1 -1
View File
@@ -424,7 +424,7 @@ f32 dAcBase_c::getSquareDistToPlayer() {
// Some weirdness with the float registers being used
// 8002d4b0
void dAcBase_c::updateRoomId(f32 yOffset) {
if (getConnectParent()->profile_name != 701 /* fProfile::PROFILE_NAME_e::ROOM */) {
if (getConnectParent()->profile_name != fProfile::ROOM) {
mVec3_c actorPos(position.x, position.y + yOffset, position.z);
if (checkCollision(&actorPos)) {