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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:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
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@ -417,9 +417,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->collider2.base.acFlags &= ~AC_HIT;
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// "Kakin" (not sure what this means)
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osSyncPrintf(VT_FGCOL(GREEN) "カキン(%d)!!" VT_RST "\n", this->frameCount);
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hitPos.x = this->collider2.info.bumper.hitPos.x;
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hitPos.y = this->collider2.info.bumper.hitPos.y;
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hitPos.z = this->collider2.info.bumper.hitPos.z;
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hitPos.x = this->collider2.elem.bumper.hitPos.x;
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hitPos.y = this->collider2.elem.bumper.hitPos.y;
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hitPos.z = this->collider2.elem.bumper.hitPos.z;
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CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPos);
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} else {
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if (this->collider1.base.acFlags & AC_HIT) {
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@ -427,9 +427,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->collider1.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != 0) {
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hitPos.x = this->collider1.info.bumper.hitPos.x;
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hitPos.y = this->collider1.info.bumper.hitPos.y;
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hitPos.z = this->collider1.info.bumper.hitPos.z;
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hitPos.x = this->collider1.elem.bumper.hitPos.x;
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hitPos.y = this->collider1.elem.bumper.hitPos.y;
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hitPos.z = this->collider1.elem.bumper.hitPos.z;
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CollisionCheck_BlueBlood(play, NULL, &hitPos);
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}
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switch (this->actor.colChkInfo.damageEffect) {
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