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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
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commit
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93 changed files with 1725 additions and 1601 deletions
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@ -231,7 +231,7 @@ void EnPeehat_Init(Actor* thisx, PlayState* play) {
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this->colCylinder.dim.radius = 25;
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this->colCylinder.dim.height = 15;
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this->colCylinder.dim.yShift = -5;
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this->colCylinder.info.bumper.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
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this->colCylinder.elem.bumper.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
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this->colQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
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this->colQuad.base.acFlags = AC_ON | AC_TYPE_PLAYER;
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this->actor.naviEnemyId = NAVI_ENEMY_PEAHAT_LARVA;
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