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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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@ -459,7 +459,7 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != 6) {
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this->lastDamageEffect = this->actor.colChkInfo.damageEffect;
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Actor_SetDropFlag(&this->actor, &this->collider.elements[1].info, true);
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Actor_SetDropFlag(&this->actor, &this->collider.elements[1].base, true);
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this->setColliderAT = false;
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if (this->actor.colChkInfo.damageEffect == 1) {
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if (this->actionState != SKB_BEHAVIOR_STUNNED) {
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