1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-23 15:31:15 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
93 changed files with 1725 additions and 1601 deletions

View file

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