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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
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* 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
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Co-authored-by: fig02 <fig02srl@gmail.com>
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parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
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@ -1344,7 +1344,7 @@ void EnGo2_GetItemAnimation(EnGo2* this, PlayState* play) {
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void EnGo2_SetupRolling(EnGo2* this, PlayState* play) {
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if ((this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG || (this->actor.params & 0x1F) == GORON_CITY_LINK) {
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this->collider.info.bumperFlags = BUMP_ON;
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this->collider.elem.bumperFlags = BUMP_ON;
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this->actor.speed = GET_INFTABLE(INFTABLE_11E) ? 6.0f : 3.6000001f;
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} else {
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this->actor.speed = 6.0f;
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@ -1368,7 +1368,7 @@ void EnGo2_StopRolling(EnGo2* this, PlayState* play) {
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}
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}
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} else {
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this->collider.info.bumperFlags = BUMP_NONE;
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this->collider.elem.bumperFlags = BUMP_NONE;
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}
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this->actor.shape.rot = this->actor.world.rot;
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