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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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GPG key ID: 4AEE18F83AFDEB23
93 changed files with 1725 additions and 1601 deletions

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@ -464,7 +464,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
if (this->actor.params == TW_FIRE_BLAST || this->actor.params == TW_FIRE_BLAST_GROUND) {
this->actionFunc = BossTw_BlastFire;
this->collider.info.toucher.effect = 1;
this->collider.elem.toucher.effect = 1;
} else if (this->actor.params == TW_ICE_BLAST || this->actor.params == TW_ICE_BLAST_GROUND) {
this->actionFunc = BossTw_BlastIce;
} else if (this->actor.params >= TW_DEATHBALL_KOTAKE) {
@ -3093,19 +3093,19 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
BossTw_TwinrovaDamage(this, play, 0);
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE);
} else if (this->collider.base.acFlags & AC_HIT) {
ColliderInfo* info = this->collider.info.acHitInfo;
ColliderElement* acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
if (info->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
if (acHitElem->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
}
} else if (this->collider.base.acFlags & AC_HIT) {
u8 damage;
u8 swordDamage;
ColliderInfo* info = this->collider.info.acHitInfo;
ColliderElement* acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
swordDamage = false;
damage = CollisionCheck_GetSwordDamage(info->toucher.dmgFlags);
damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if (damage == 0) {
damage = 2;
@ -3113,7 +3113,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
swordDamage = true;
}
if (!(info->toucher.dmgFlags & DMG_HOOKSHOT)) {
if (!(acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
if (((s8)this->actor.colChkInfo.health < 3) && !swordDamage) {
damage = 0;
}
@ -4320,7 +4320,7 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 ret = false;
ColliderInfo* info;
ColliderElement* acHitElem;
if (1) {}
@ -4328,9 +4328,9 @@ s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->collider.base.atFlags &= ~AT_HIT;
info = this->collider.info.acHitInfo;
acHitElem = this->collider.elem.acHitElem;
if (info->toucher.dmgFlags & DMG_SHIELD) {
if (acHitElem->toucher.dmgFlags & DMG_SHIELD) {
this->work[INVINC_TIMER] = 7;
play->envCtx.lightBlend = 1.0f;
Rumble_Request(0.0f, 100, 5, 4);