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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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GPG key ID: 4AEE18F83AFDEB23
93 changed files with 1725 additions and 1601 deletions

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@ -285,16 +285,16 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) {
Collider_SetCylinder(play, &this->colCylinder[i], &this->actor, cylinders[i]);
}
this->colCylinder[0].info.bumper.dmgFlags =
this->colCylinder[0].elem.bumper.dmgFlags =
DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT;
this->colCylinder[1].info.bumper.dmgFlags =
this->colCylinder[1].elem.bumper.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) &
~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE);
this->colCylinder[2].base.colType = COLTYPE_METAL;
this->colCylinder[2].info.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
this->colCylinder[2].info.elemType = ELEMTYPE_UNK2;
this->colCylinder[2].info.bumper.dmgFlags =
this->colCylinder[2].elem.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
this->colCylinder[2].elem.elemType = ELEMTYPE_UNK2;
this->colCylinder[2].elem.bumper.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT);
@ -305,17 +305,17 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) {
}
void EnSt_CheckBodyStickHit(EnSt* this, PlayState* play) {
ColliderInfo* body = &this->colCylinder[0].info;
ColliderElement* bodyElem = &this->colCylinder[0].elem;
Player* player = GET_PLAYER(play);
if (player->unk_860 != 0) {
body->bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[1].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[2].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
bodyElem->bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[1].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[2].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
} else {
body->bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[1].info.bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[2].info.bumper.dmgFlags |= DMG_DEKU_STICK;
bodyElem->bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[1].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[2].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
}
}
@ -431,14 +431,14 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
flags |= cyl->info.acHitInfo->toucher.dmgFlags;
flags |= cyl->elem.acHitElem->toucher.dmgFlags;
}
cyl = &this->colCylinder[1];
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
flags |= cyl->info.acHitInfo->toucher.dmgFlags;
flags |= cyl->elem.acHitElem->toucher.dmgFlags;
}
if (!hit) {