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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.

* 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

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
Dragorn421 2024-01-11 16:30:47 +01:00 committed by GitHub
parent f02d012ce7
commit 1a8772e540
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93 changed files with 1725 additions and 1601 deletions

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@ -169,10 +169,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
ArmsHook_CheckForCancel(this);
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
(this->collider.elem.atHitElem->elemType != ELEMTYPE_UNK4)) {
touchedActor = this->collider.base.at;
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
if (this->collider.elem.atHitElem->bumperFlags & BUMP_HOOKABLE) {
ArmsHook_AttachHookToActor(this, touchedActor);
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
func_80865044(this);