mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +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:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
|
@ -581,9 +581,9 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) {
|
|||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
switch (this->actor.colChkInfo.damageEffect) {
|
||||
case 0xF:
|
||||
effectPos.x = this->collider.info.bumper.hitPos.x;
|
||||
effectPos.y = this->collider.info.bumper.hitPos.y;
|
||||
effectPos.z = this->collider.info.bumper.hitPos.z;
|
||||
effectPos.x = this->collider.elem.bumper.hitPos.x;
|
||||
effectPos.y = this->collider.elem.bumper.hitPos.y;
|
||||
effectPos.z = this->collider.elem.bumper.hitPos.z;
|
||||
|
||||
EnSkj_SpawnBlood(play, &effectPos);
|
||||
EffectSsHitMark_SpawnFixedScale(play, 1, &effectPos);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue