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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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@ -120,7 +120,7 @@ void func_80ABBBA8(EnNutsball* this, PlayState* play) {
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this->collider.base.atFlags &= ~AT_TYPE_ENEMY & ~AT_BOUNCED & ~AT_HIT;
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.info.toucher.dmgFlags = DMG_DEKU_STICK;
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this->collider.elem.toucher.dmgFlags = DMG_DEKU_STICK;
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Matrix_MtxFToYXZRotS(&player->shieldMf, &sp4C, 0);
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this->actor.world.rot.y = sp4C.y + 0x8000;
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this->timer = 30;
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