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