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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
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* 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
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Co-authored-by: fig02 <fig02srl@gmail.com>
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parent
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commit
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93 changed files with 1725 additions and 1601 deletions
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@ -2000,7 +2000,7 @@ void EnZf_UpdateDamage(EnZf* this, PlayState* play) {
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(D_80B4A1B4 != this->actor.params)) &&
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(this->actor.colChkInfo.damageEffect != ENZF_DMGEFF_IMMUNE)) {
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this->damageEffect = this->actor.colChkInfo.damageEffect;
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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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if ((this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_STUN) ||
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(this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_ICE)) {
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