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Cleanup z_collision_check
1 (#1427)
* Cleanup `z_collision_check.c` and structs
* Revert `other*` names to master, split to other pr
* WIP/experimental: `ColliderCylinderElement`
* Revert "WIP/experimental: `ColliderCylinderElement`"
This reverts commit cfc8c32ace
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* ac/atHitInfo -> HitElem
* rename some collider elements to "elem" (instead of item, info, hurtbox...)
* cut down on more "hitbox" usage
* name all `ColliderElement*` temps properly
* rearrange colcheck structs
* add collider shape name descriptions
* reword collider shape descriptions
* jntsph first again
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Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
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@ -169,10 +169,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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ArmsHook_CheckForCancel(this);
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if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
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(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
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(this->collider.elem.atHitElem->elemType != ELEMTYPE_UNK4)) {
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touchedActor = this->collider.base.at;
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if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
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if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
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if (this->collider.elem.atHitElem->bumperFlags & BUMP_HOOKABLE) {
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ArmsHook_AttachHookToActor(this, touchedActor);
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if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
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func_80865044(this);
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