mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 06:21:16 +00:00
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:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
|
@ -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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue