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sColliderInit -> sCollider<Type>Init
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parent
50567964cc
commit
11f81f6a86
4 changed files with 8 additions and 8 deletions
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@ -49,7 +49,7 @@ static ColliderJntSphElementInit sJntSphElementsInit[] = {
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},
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{ 0, { { 0, 0, 0 }, 5 }, 100 } },
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};
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static ColliderJntSphInit sColliderInit = {
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static ColliderJntSphInit sColliderJntSphInit = {
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{
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COL_MATERIAL_NONE,
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AT_NONE,
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@ -172,7 +172,7 @@ void EnButte_Init(Actor* thisx, PlayState* play) {
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SkelAnime_Init(play, &this->skelAnime, &gButterflySkel, &gButterflyAnim, this->jointTable, this->morphTable, 8);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements);
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this->actor.colChkInfo.mass = 0;
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this->unk_25C = Rand_ZeroOne() * 0xFFFF;
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this->unk_25E = Rand_ZeroOne() * 0xFFFF;
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@ -81,7 +81,7 @@ static ColliderJntSphElementInit sColliderElementsInit[1] = {
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},
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};
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static ColliderJntSphInit sColliderInit = {
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static ColliderJntSphInit sColliderJntSphInit = {
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{
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COL_MATERIAL_NONE,
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AT_NONE,
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@ -204,7 +204,7 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) {
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SkelAnime_Init(play, &this->skelAnime, &gBugSkel, &gBugCrawlAnim, this->jointTable, this->morphTable, 24);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements);
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this->actor.colChkInfo.mass = 30;
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@ -63,7 +63,7 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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},
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};
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static ColliderJntSphInit sColliderInit = {
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static ColliderJntSphInit sColliderJntSphInit = {
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{
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COL_MATERIAL_NONE,
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AT_ON | AT_TYPE_ENEMY,
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@ -124,7 +124,7 @@ void EnNy_Init(Actor* thisx, PlayState* play) {
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this->actor.colChkInfo.damageTable = &sDamageTable;
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this->actor.colChkInfo.health = 2;
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
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this->unk_1CA = 0;
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this->unk_1D0 = 0;
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@ -43,7 +43,7 @@ ActorProfile En_Po_Desert_Profile = {
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/**/ EnPoDesert_Draw,
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};
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static ColliderCylinderInit sColliderInit = {
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static ColliderCylinderInit sColliderCylinderInit = {
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{
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COL_MATERIAL_HIT3,
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AT_NONE,
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@ -76,7 +76,7 @@ void EnPoDesert_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_Init(play, &this->skelAnime, &gPoeFieldSkel, &gPoeFieldFloatAnim, this->jointTable, this->morphTable, 10);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderInit);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit);
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this->lightColor.r = 255;
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this->lightColor.g = 255;
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this->lightColor.b = 210;
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