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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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@ -135,11 +135,11 @@ Vec3f* EnFw_GetPosAdjAroundCircle(Vec3f* dst, EnFw* this, f32 radius, s16 dir) {
}
s32 EnFw_CheckCollider(EnFw* this, PlayState* play) {
ColliderInfo* info;
ColliderElement* elem;
if (this->collider.base.acFlags & AC_HIT) {
info = &this->collider.elements[0].info;
if (info->acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT) {
elem = &this->collider.elements[0].base;
if (elem->acHitElem->toucher.dmgFlags & DMG_HOOKSHOT) {
this->lastDmgHook = true;
} else {
this->lastDmgHook = false;