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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:
parent
f02d012ce7
commit
1a8772e540
93 changed files with 1725 additions and 1601 deletions
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@ -898,7 +898,7 @@ void EnTest_SetupSlashDown(EnTest* this) {
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this->unk_7C8 = 0x10;
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this->actor.speed = 0.0f;
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EnTest_SetupAction(this, EnTest_SlashDown);
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this->swordCollider.info.toucher.damage = 16;
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this->swordCollider.elem.toucher.damage = 16;
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if (this->unk_7DE != 0) {
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this->unk_7DE = 3;
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@ -995,7 +995,7 @@ void EnTest_SetupSlashUp(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosUpSlashAnim);
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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this->unk_7C8 = 0x11;
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this->swordCollider.info.toucher.damage = 16;
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this->swordCollider.elem.toucher.damage = 16;
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this->actor.speed = 0.0f;
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EnTest_SetupAction(this, EnTest_SlashUp);
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@ -1084,7 +1084,7 @@ void EnTest_SetupJumpslash(EnTest* this) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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EnTest_SetupAction(this, EnTest_Jumpslash);
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this->swordCollider.info.toucher.damage = 32;
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this->swordCollider.elem.toucher.damage = 32;
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if (this->unk_7DE != 0) {
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this->unk_7DE = 3;
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@ -1670,7 +1670,7 @@ void EnTest_UpdateDamage(EnTest* this, PlayState* play) {
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}
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this->unk_7DC = player->unk_845;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, false);
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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if ((this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_STUN) ||
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