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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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@ -554,8 +554,8 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) {
this->actionFunc(this, play);
} else if (this->collider.base.acFlags & AC_HIT) {
if ((this->collider.info.acHitInfo != NULL) &&
(this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT)) {
if ((this->collider.elem.acHitElem != NULL) &&
(this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
//! @bug duration parameter is larger than 255 which messes with the internal bitpacking of the colorfilter.
//! Because of the duration being tracked as an unsigned byte it ends up being truncated to 144
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 400);
@ -606,8 +606,8 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.info.acHitInfo == NULL) ||
!(this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT))) {
if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.elem.acHitElem == NULL) ||
!(this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT))) {
this->actor.colorFilterTimer = 0;
EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
this->timer = 100;