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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:
Dragorn421 2024-01-11 16:30:47 +01:00 committed by GitHub
parent f02d012ce7
commit 1a8772e540
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93 changed files with 1725 additions and 1601 deletions

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@ -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);