diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c index 7153161f34..523b780050 100644 --- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c +++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c @@ -47,7 +47,7 @@ ActorProfile Bg_Dodoago_Profile = { /**/ BgDodoago_Draw, }; -static ColliderCylinderInit sColCylinderInitMain = { +static ColliderCylinderInit sMainColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -67,7 +67,7 @@ static ColliderCylinderInit sColCylinderInitMain = { { 80, 30, 80, { 0, 0, 0 } }, }; -static ColliderCylinderInit sColCylinderInitLeftRight = { +static ColliderCylinderInit sLeftRightColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -143,9 +143,9 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->mainCollider); Collider_InitCylinder(play, &this->leftCollider); Collider_InitCylinder(play, &this->rightCollider); - Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sColCylinderInitMain); - Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sColCylinderInitLeftRight); - Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sColCylinderInitLeftRight); + Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sMainColliderCylinderInit); + Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit); + Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit); BgDodoago_SetupAction(this, BgDodoago_WaitExplosives); sDisableBombCatcher = false; diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index d60d91c222..9477eb0df1 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -59,7 +59,7 @@ ActorProfile En_Eiyer_Profile = { /**/ EnEiyer_Draw, }; -static ColliderCylinderInit sColCylInit = { +static ColliderCylinderInit sColliderCylinderInit = { { COL_MATERIAL_HIT0, AT_ON | AT_TYPE_ENEMY, @@ -135,7 +135,7 @@ void EnEiyer_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 600.0f, ActorShadow_DrawCircle, 65.0f); SkelAnime_Init(play, &this->skelanime, &gStingerSkel, &gStingerIdleAnim, this->jointTable, this->morphTable, 19); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); + Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); if (this->actor.params < 3) { @@ -282,7 +282,7 @@ void EnEiyer_SetupLand(EnEiyer* this) { // Update BgCheck info, play sound, and spawn effect on the first frame of the land action this->timer = -1; this->actor.gravity = 0.0f; - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; this->actionFunc = EnEiyer_Land; } @@ -328,7 +328,7 @@ void EnEiyer_SetupStunned(EnEiyer* this) { this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; this->actor.gravity = -1.0f; - this->collider.dim.height = sColCylInit.dim.height + 8; + this->collider.dim.height = sColliderCylinderInit.dim.height + 8; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80); this->collider.base.atFlags &= ~AT_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -606,7 +606,7 @@ void EnEiyer_Stunned(EnEiyer* this, PlayState* play) { if (this->timer == 0) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; EnEiyer_SetupGlide(this); } } @@ -638,7 +638,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DAMAGE); EnEiyer_SetupHurt(this); } else { - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; EnEiyer_SetupDie(this); } } diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index c36cbeb5d4..ea09e61647 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -98,7 +98,7 @@ ActorProfile En_GeldB_Profile = { /**/ EnGeldB_Draw, }; -static ColliderCylinderInit sBodyCylInit = { +static ColliderCylinderInit sBodyCylinderInit = { { COL_MATERIAL_HIT5, AT_NONE, @@ -252,7 +252,7 @@ void EnGeldB_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoRedSkel, &gGerudoRedNeutralAnim, this->jointTable, this->morphTable, GELDB_LIMB_MAX); Collider_InitCylinder(play, &this->bodyCollider); - Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylInit); + Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylinderInit); Collider_InitTris(play, &this->blockCollider); Collider_SetTris(play, &this->blockCollider, thisx, &sBlockTrisInit, this->blockElements); Collider_InitQuad(play, &this->swordCollider); diff --git a/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/src/overlays/actors/ovl_En_Hy/z_en_hy.c index ca004db5f0..e33778e0bd 100644 --- a/src/overlays/actors/ovl_En_Hy/z_en_hy.c +++ b/src/overlays/actors/ovl_En_Hy/z_en_hy.c @@ -59,7 +59,7 @@ ActorProfile En_Hy_Profile = { /**/ EnHy_Draw, }; -static ColliderCylinderInit sColCylInit = { +static ColliderCylinderInit sColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -1168,7 +1168,7 @@ void EnHy_WaitForObjects(EnHy* this, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); + Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit); EnHy_InitCollider(this); CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, sModelInfo[ENHY_GET_TYPE(&this->actor)].animInfoIndex);