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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:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
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@ -118,7 +118,7 @@ static InitChainEntry sInitChain[] = {
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void EnFirefly_Extinguish(EnFirefly* this) {
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this->actor.params += 2;
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this->collider.elements[0].info.toucher.effect = 0; // None
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this->collider.elements[0].base.toucher.effect = 0; // None
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this->auraType = KEESE_AURA_NONE;
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this->onFire = false;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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@ -130,7 +130,7 @@ void EnFirefly_Ignite(EnFirefly* this) {
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} else {
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this->actor.params -= 2;
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}
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this->collider.elements[0].info.toucher.effect = 1; // Fire
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this->collider.elements[0].base.toucher.effect = 1; // Fire
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this->auraType = KEESE_AURA_FIRE;
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this->onFire = true;
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this->actor.naviEnemyId = NAVI_ENEMY_FIRE_KEESE;
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@ -174,10 +174,10 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == KEESE_ICE_FLY) {
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this->collider.elements[0].info.toucher.effect = 2; // Ice
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this->collider.elements[0].base.toucher.effect = 2; // Ice
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this->actor.naviEnemyId = NAVI_ENEMY_ICE_KEESE;
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} else {
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this->collider.elements[0].info.toucher.effect = 0; // Nothing
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this->collider.elements[0].base.toucher.effect = 0; // Nothing
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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}
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@ -620,7 +620,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, true);
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Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, true);
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if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
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if (Actor_ApplyDamage(&this->actor) == 0) {
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