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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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@ -605,13 +605,13 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
if ((this->timer != 0) || (ABS(yawDiff1) < 0x4000)) {
this->sphElements[2].info.toucherFlags = TOUCH_NONE;
this->sphElements[1].info.toucherFlags = TOUCH_NONE;
this->sphElements[2].base.toucherFlags = TOUCH_NONE;
this->sphElements[1].base.toucherFlags = TOUCH_NONE;
this->colliderBody.base.atFlags = AT_NONE;
this->sphElements[2].info.toucher.dmgFlags = 0;
this->sphElements[1].info.toucher.dmgFlags = 0;
this->sphElements[2].info.toucher.damage = 0;
this->sphElements[1].info.toucher.damage = 0;
this->sphElements[2].base.toucher.dmgFlags = 0;
this->sphElements[1].base.toucher.dmgFlags = 0;
this->sphElements[2].base.toucher.damage = 0;
this->sphElements[1].base.toucher.damage = 0;
EnDodongo_SetupBreatheFire(this);
this->timer = Rand_S16Offset(5, 10);
} else {
@ -628,10 +628,10 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_TAIL);
Animation_PlayOnceSetSpeed(&this->skelAnime, animation, 2.0f);
this->timer = 18;
this->colliderBody.base.atFlags = this->sphElements[1].info.toucherFlags =
this->sphElements[2].info.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = DMG_DEFAULT;
this->sphElements[1].info.toucher.damage = this->sphElements[2].info.toucher.damage = 8;
this->colliderBody.base.atFlags = this->sphElements[1].base.toucherFlags =
this->sphElements[2].base.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->sphElements[1].base.toucher.dmgFlags = this->sphElements[2].base.toucher.dmgFlags = DMG_DEFAULT;
this->sphElements[1].base.toucher.damage = this->sphElements[2].base.toucher.damage = 8;
}
} else if (this->timer > 1) {
Vec3f tailPos;